The Phoenix Engine is under development by Wolfire Games, it's being used to power their upcoming game Overgrowth. The Phoenix Engine aims to be easily modable and user friendly, it has built in support for rigging, animating and scripting.

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Blog RSS Feed Report abuse Latest News: New Overgrowth a206 video devlog

About Overgrowth with 8 comments by jeffr on Jun 7th, 2014

Here is the latest in our new Overgrowth alpha format! David himself took some time to illustrate the traditional changelog in video form.

Don't forget that you can help support us, try out our alphas (such as the one in the video), and chat with other preorderers in the Secret Preorder Forum by preordering Overgrowth.

Be sure to watch it in HD!

The features highlighted in the above video are as follows (among some extra ones thrown in for good measure):

- rendering uses cubemap mips instead of two cubemaps for diffuse and spec
- enemies only try to pick up weapons in combat
- finer jump velocity control
- improved animation when rolling off of edges
- experimenting with triangle mesh subtraction
- dynamic character cubemap test (radiosity/reflection)
- one-way physics collision (so camera/character can't get stuck)
- Seamless cube map filtering and blurring
- Removed intel GPU warning
- Improved gamma correction compatibility
- Added debug options to disable animation features
- Improved dialogue text positioning
- Fixed dialogue camera preview
- Fixed split screen rendering
- Objectives and achievements are now stored in level parameters
- Improved wind effect on ears
- Fixed "GL_prefix reserved" error
- Controllers can be plugged and unplugged while game is running
- Automatically recognize common controller input (via SDL game controller db)
- Updated SDL to 2.0.3 (fixes some controller and windowing issues)
- Added cats and rats
- New mesh simplification algorithm for character LOD
- Arena preloads all necessary files (no stuttering from file I/O)
- Improved running bounce animation

Thanks as always for all the support! See you guys in IRC and the forums.

Also, feel free to support us by preordering Overgrowth!

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Overgrowth Overgrowth Indie

Updated 1 month ago TBD Single & Multiplayer Adventure

Overgrowth takes place in the savage world of Lugaru where rabbits, wolves and other animals are forced to use paws, claws and medieval weaponry to engage...

Post comment Comments  (0 - 10 of 18)
Guest Jan 23 2014, 4:55am says:

is this engine support C# ? what language is support ?

+1 vote     reply to comment
Guest Jul 22 2014, 2:26pm replied:

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hulk0 Feb 6 2012, 3:22pm says:

this engine would be great for platformers.

+4 votes     reply to comment
redowner Jan 2 2012, 6:35am buried:


This engine would be great for a naruto game!

-24 votes     reply to comment
GamerDude27 Sep 14 2013, 9:23pm replied:

Why all the hate?
I totally agree with what you said!

+1 vote     reply to comment
noob-killer Mar 15 2011, 6:20pm says:

HEllo, you said your engine is very friendly for modding, so, will it be possible to modify terrain by using some brushes or terrain tool? Also you can modify your level in real time or off line only?

thank you!

+3 votes     reply to comment
Black_Stormy Oct 17 2011, 4:00am replied:

The terrain is edited using heightmaps, which at the moment you can't edit in engine. It's probably codeable, but for now they have to be edited externally. Wolfire are using a third party terrain generator, terragen or geosculpt or something, to make their maps.

+3 votes     reply to comment
mariuscojocaru Aug 10 2011, 6:34pm replied:

i've preordered it and u really can modify terrain colour and other things///even add or remove elements like rocks, wood and other things like weapons and AI controled ragdolls :) it's actually verry good and i can't wait for it to be finnished :)

+3 votes     reply to comment
Chinka Oct 31 2010, 10:28pm says:

What and what version of graphics libraries this engine use?

+2 votes     reply to comment
feillyne Dec 17 2010, 7:25pm replied:

You mean the main one? Built on the top of OpenGL, AFAIK.

+1 vote     reply to comment
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