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.
I was testing out some blood effects when I discovered Super Meat Bunny. He let me record this video as he showed off some slick moves.
Part of what made Lugaru unique was the way that every hit knocked the enemy head over heels using ragdoll physics. In Overgrowth, I'm planning to add...
As you may have seen on the Wolfire YouTube channel, we just released a trailer that showcases almost everything we've put into Overgrowth so far.
Alpha 100 has the most important update so far, which is the first playable prototype of unarmed striking. I will describe it in more detail, but first...
In modern film, almost every sound is recorded in post production. This includes even the most subtle sounds, such as clothing shifting as a character...
We can achieve a lot of performance gains by using texture atlases and instancing, but it won't be enough for dense environments like forests and jungles...
Fifteen years ago, it would be impossible to make a graphics-intensive game without using hand-written assembly language. Almost all classic games used...
Aubrey details his process for making this awesome set-piece for a desert level.
David already teased everyone with the new animation tech in Overgrowth with his initial motion capture tests video. However, this week I had a chance...
I recently stumbled across the CMU motion capture database, which is a collection of over 2500 free motion capture animations. I hadn't worked with motion...
If you've been following our alpha posts, you've probably seen that a lot of cool new features have appeared in the builds like wall running and climbing...
A few days ago I posted that we've added automatic navigation meshes using Recast, and now I'd like to show some navigation paths using its companion...
One of the hardest parts of developing character AI in 3D games is pathfinding -- making sure that they can figure out how to move from point A to point...
In games, particle effects like smoke or fire are drawn as image squares that always face torwards the camera. This looks fine in most cases, but the...
In games, character animation is usually done using keyframes. That is, by defining important poses and placing them on a timeline.
Aubrey recently finished some new awesome concept art for some upcoming levels. Check it out!
As some of you noticed in the last alpha, the rabbit would cast shadows on the environment, but wouldn't 'catch' shadows from the environment. This meant...
There has been a flurry of new movement features added to the Overgrowth alphas recently so I decided it was time to make another video to show them in...
It has fallen upon us to present the crushing conclusion to our first Overgrowth comic! I was really excited to iron out the loose ends in this story...
Here is an awesome rock song plus music video about Overgrowth courtesy of the awesome Jonathan Lewis. Check it out in HD here!
The shadow maps we use in Overgrowth are unusual in that they contain two parts: direct shadows and ambient occlusion. These correspond to the two light...
Here is a famous story about the Sword Breaker clan, plus a shout out to Silverfisk for making another awesome map editor tutorial video.
The number one rated question in our community interview last month was "Can you do a video tour of your dev 'Studio'". Here is the first installment!
It's quite common for movies to adapt their scores into single-instrument arrangements and then sell the sheet music along with their soundtracks and...
David has been using AngelScript to tie the Phoenix Engine technologies together in a tidy framework which will lead to the birth of Overgrowth gameplay...
I have been trying to avoid working on graphics recently in order to work on gameplay, but there was one feature I just had to implement. It has no performance...