Volatile3D II engine is designed for singleplayer or multiplayer first-person action games with mostly indoor encounters. It is cross-platform and supports modern graphic features, interactive physics including ragdolls, up to 64 players in local network or internet. The most important features grouped into sections are listed herein.

GRAPHICS

  • Real-time dynamic lighting with bump-mapping and parallax mapping
  • Soft stencil shadow volumes
  • Support of background lightmap lighting
  • Screen-space ambient occlusion
  • Dynamic reflections and refractions
  • Multipass rendering: mirrors, screens, portals, 3D sky
  • Cubemap light filters
  • Soft particles with cubemap filtering
  • Postfilters, including bloom, depth of field and motion blur
  • Heat haze effects
  • Bezier curves
  • LODs for models
  • Underwater caustics
  • Volumetric fog
  • Sun shafts
  • Shader script system
  • Video textures
  • Decals on static and dynamic objects
  • Smooth terrain with automatic texture blending
  • Multithreading optimization based on SMP acceleration
  • Automatic detail model and grass placement

PHYSICS

  • Rigid body simulation
  • Constraints, including ragdolls
  • Model-specific collision hulls
  • Customizeable gravity vector

SOUND

  • Mono, stereo and quad speaker configuration support
  • Doppler effect, explosion concussion effect
  • DSP processing effects
  • Support for WAV and OGG files
  • Background music track

NETWORK

  • Up to 64 players in multiplayer games
  • Local area network and internet games
  • Master server for internet game monitoring
  • Delta compression of packets
  • Customizeable packet encoding rules
  • Round restart support
  • Bots (based on Parabot source code)
  • Dedicated server

MISC

  • Advanced conversation system (like in Deus Ex)
  • Embedded Lua script language for game logic
  • VolatileRadiant: level editor based on Q3Radiant
  • GUI system for menus
  • Automatic update system
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Blog RSS Feed Report abuse Latest News: Wolfram Becomes Better with Patch 1.1

About Wolfram with 15 comments by XaeroX on Jun 16th, 2012

Wolfram Patch 1.1 Logo

Despite our careful testing of Wolfram before the release, some players reported a certain amount of problems. The most critical was a crash on some systems. We have fixed all the errors found, and added an automated crash report system in case there will be found more problems. Besides we tried to take into consideration complaints about the balance.

So, what's new in Wolfram version 1.1?

NEW FEATURES AND MODIFICATIONS
  • Added CrashRpt system for automated crash report generation and submission.
  • Added "Level statistics" item to the Controls menu.
  • Flashlight range increased.
  • MP-40 bullet damage increased.
  • Luger reload time decreased.
  • MG-42 accuracy increased a bit in an IronSight mode for a crouched player.
FIXED BUGS
  • Fixed bug with software sound which led to a crash.
  • Fixed bug with "Bloodlust" achievement, when it was enough to kill 3 enemies instead of 50.
  • Fixed a minor problem in a loopback network code.
  • Ragdoll intertia decreased.
US|EU Wolfram Patch 1.1 (English Version)
RU Wolfram Patch 1.1 (Russian Version)

Please note that the patch 1.1 must be installed over the proper release version. English patch is for US and European versions; russian patch is for the Russian version.

For those who still doubt whether to download and play Wolfram, we publish several new screenshots from E1M3 and E1M6 levels. Have you got psyched already?


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Wolfram

Wolfram Wolfram Indie

Updated 5 months ago Released Jun 9, 2012 Single Player First Person Shooter

Wolfram is a modern remake of Wolfenstein 3D, game created by id Software in 1992. It features modern graphics including per-pixel lighting and shadows...

Post comment Comments  (0 - 10 of 19)
trq
trq Jan 2 2013, 9:43am says:

>Embedded Lua script language for game logic
Выносите ВСЮ игровую логику в скрипты, если хотите настоящей популярности. Где бы сейчас были Юнити у УДК, если бы в них разработка велась на плюсах?
Тем более, если ядро движка будет закрытым. Для геймпленой логики производительность полюсов не нужна, а вот потенциальную аудиторию они сильно подсократят.

+2 votes     reply to comment
XaeroX
XaeroX Jan 21 2013, 5:08pm replied:

А в чём, вы считаете, преимущества скриптов перед кодом на С или С++? Ну, кроме того, что для них не надо ставить специальные компиляторы (можно использовать QuakeC или обычный C, компилируемый в байткод).

+1 vote     reply to comment
Point78
Point78 Jun 17 2012, 10:34am says:

Cтоп, это вы сами написали движок?

+1 vote     reply to comment
XaeroX
XaeroX Jun 17 2012, 1:43pm replied:

Да, Volatile3D II это наша разработка.

+2 votes     reply to comment
FiredFox3
FiredFox3 Jun 26 2012, 4:32am replied:

Классно вышло) А вон где видео с коробками - текстуры из Дума 3). Кстати, собираетесь делать ещё игры на нём?

+1 vote     reply to comment
XaeroX
XaeroX Jul 2 2012, 11:55pm replied:

Спасибо :) Да, на видео кое-где текстуры из Doom 3.
Пока новые игры делать не планируем.

+1 vote     reply to comment
hakaru-x
hakaru-x Jun 12 2012, 10:45pm says:

great work :)

+1 vote     reply to comment
Willyman
Willyman Jun 10 2012, 1:24pm says:

Will you be releasing this engine with several models? I saw the soldier model in the 'Flashlight' demo, will samples like him be included with your beta release?

+1 vote     reply to comment
XaeroX
XaeroX Jun 10 2012, 1:31pm replied:

Yes, there certainly will be several demo levels along with the engine.

+1 vote     reply to comment
RedFog
RedFog Dec 23 2012, 6:16am replied:

Well, I think it will be easy if you can mod for Half-life and Half-life 2.

+1 vote     reply to comment
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Platforms
Windows, Linux
Company
Chain Studios
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