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  (10 - 19 of 19)
Synys5
Synys5 Jun 9 2012, 3:42pm says:

will it be easy to use for beginners?

+1 vote     reply to comment
XaeroX
XaeroX Jun 10 2012, 1:41am replied:

Level design will be easy for those who is experienced with Radiant and "shader scripts" concept (Quake3, Doom3). For gameplay programming, experience with Half-Life SDK will be a plus, since game libraries have a similar architecture.

+2 votes     reply to comment
OKKWAMOS
OKKWAMOS Jul 24 2012, 5:53am replied:

Will any experience with Source SDK modding help? I'm looking forward to this :D What kind of license will it have?

+1 vote     reply to comment
trogwog
trogwog May 23 2012, 4:52pm says:

approximately when will this be released

+1 vote     reply to comment
XaeroX
XaeroX May 24 2012, 3:51am replied:

Demo will be in Summer, we'll polish it after we release Wolfram.

+1 vote     reply to comment
KnoahM
KnoahM May 12 2012, 12:10am says:

Yeah this engine look really cool! What will it be like? Will it be easy to add weapons and characters?

+1 vote     reply to comment
XaeroX
XaeroX May 12 2012, 3:43am replied:

Thank you. As for gameplay code such as weapons and characters, it is more like HL1 (Goldsrc) or HL2 (Source): there are server and client libraries written in C++ and customizeable apart from the other engine modules.

+1 vote     reply to comment
Zygo
Zygo May 6 2012, 6:39am says:

I would love to get my hands on this engine. it would seem easy to use.

+1 vote     reply to comment
XaeroX
XaeroX May 6 2012, 7:54am replied:

Thank you for a kind comment. You will be able to test it in action after we release a demo.

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