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.


  • 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
  • Beam 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


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


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


  • 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


  • 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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3 comments by XaeroX on Apr 24th, 2012

Dear community,
After several years of intense development we are proud to present a new 3D game engine, Volatile3D II. It was started in 2008 right after the first engine, Volatile3D, had been finished, and it was considered to be a free alternate to id Tech 4 engine. It might be not so fast, but comprises some original features, for example, soft shadows, parallax mapping, screen-space ambient occlusion, sun shafts, soft particles and so on. It might be not ideal, but we did our best to polish (well, to be honest) obsolete rendering techniques to produce a nice picture.

Certainly, this engine cannot compete with AAA monsters like UDK, Crysis and other. Furthermore, id Tech 4 is free and open-source nowadays. But we hope that this engine will also find its fans. Please note that proprietary license does not mean that you will never be able to use it. It does only mean that we don't expose the full source code to the public, but we are always open to negotiations if you'd like to use it in your game. Don't be ashamed to ask questions in comments or using a private messaging system if you must.

We plan to release a demo with several levels, but right now you can only get taste of screenshots and videos. Please don't judge it severely; note that the engine was programmed almost by one single amateur person at leisure time. :)

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Post comment Comments  (0 - 10 of 29)
chlide Jul 10 2015, 6:34pm says:

This engine looks great. Source engine sheds tears because of this. :)

+1 vote     reply to comment
GaMeRaM Feb 9 2014, 11:07pm says:

Редактор будет похож на source'овый hammer editor

+1 vote     reply to comment
GaMeRaM Feb 7 2014, 10:07am says:

А когда будет доступны инструменты?

+1 vote     reply to comment
XaeroX Creator
XaeroX Feb 9 2014, 10:48pm replied:

Инструменты будут доступны вместе с выходом dev-версии движка. Пока и движок, и инструменты в разработке.

+1 vote   reply to comment
HeadClot Feb 1 2014, 8:18pm says:

Hey, Quick Question - Do you have plans to license out or distribute the Volitile 3D II Engine?

Just curious :)

+1 vote     reply to comment
XaeroX Creator
XaeroX Feb 5 2014, 4:21am replied:

Yes, when it is done. But, generally speaking, it is still under development.

+1 vote   reply to comment
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
D43m0n Jan 31 2014, 10:17am replied:

Ага, я тут Сталкер посмотрел. Твои слова прямо горят "мудростью"!

-1 votes     reply to comment
XaeroX Creator
XaeroX Feb 10 2014, 5:04am replied:

Кстати, разрешите мне зайти с коронного русского вопроса.
Вы, собственно, кто такой?

+1 vote   reply to comment
XaeroX Creator
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
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