[w]tech combines next generation technologies like full dynamic lighting, voxel based terrain and bullet physics, which are brought to you via a self-explanatory user interface. We are thinking in innovative ways to combine the available technologies and ideas to an edgeless package. Visit wtechportal.com to get more information about the newest features integrated into [w]tech!
Important decision about the future of Pulsedrive have been made. Read this news for more information and a glimpse of our first track!
New antialiasing and exponential HeightFog were integrated into [w]tech to provide state-of-the-art graphics!
After months of bugfixing the basic ship-physics is working correctly and we have created some flags for decoration which use the new [w]tech LOD feature...
After a long period of working we have nearly finished the environment for our prototype Pulsedrive Alpha!
First feature presented in the video is a simple Motion-Blur for smoothing the camera movement. Second feature is a technique called "Level of Detail...
Our approach for realistic skin as real-time shader and our Roadmap for 2012. And we decided to release [w]tech as Freeware...
New scripting features in [w]tech enables us to create a dynamic day/night cycle. In addition some important information about Pulsedrive Alpha!
At 23rd December exactly two years have passed since we have started development on the current version of [w]tech. Two years described from the point...
The second “enviroment for Pulsedrive Alpha”-news is about is about the skydome. It is not just a simple half-sphere but a frame with emitting fields...
A new video about physics in [w]tech. We have nearly integrated all features we need for Pulsedrive Alpha!
Another ship for Pulsedrive Alpha is revealed! And some information about gates and highscores.
We need some variable environment for our alpha because we will test many different color-settings and atmospheres. Therefore we have decided to create...
We are heading to complete our Pulsedrive prototype, called Pulsedrive Alpha. Therefore we need collision and physics. This is the first demonstration...
What is Pulsedrive and why is it unique? Presentation of the first ship and some words about the "Pulse-Drive"!
Now the shooting, killing, racing, jumping and running can finally begin.
Second news about post processing in [w]tech! This one is about our simple Depth-Of-Field-Effect and some improvements of our High-Dynamic-Range-Rendering...
First news pack of two which are about post processing of [w]tech. Get short overview and see what they are good for.
Three month without news are three month of hard working. Two new projects have been started and a new [w]tech logo was designed. Furthermore we are still...
The whole production of BJ will slow down, because most of the meshes which are required for a prototype are finished, but the engine has to catch up.
Some new images of our EveryWeekOneBeyondJupiterModel campaign!
New pictures of the EWOBJM-Campaign and the official release of our GameDocument. 24 Pages full of information about BeyondJupiter. All our ideas for...
HDR-Rendering is one of those effects every modern engine should have built in. It the makes life for mappers easier and makes everything looking cool...
Here's the second excerpt of our GameDocument for BeyondJupiter and some new pics of the EveryWeekOneBeyondJupiterModel campaign!
New feature to create smooth indirect lighting and more about refraction!
Technique for simulating glass, water and other transparent material is now available in [w]tech
Many people asked us which way we use to bring light into our engine.
First excerpt of our upcoming GameDocument and EWOBJM pictures of november and december - enlarge for more information!
The instancing-feature of Direct3D has just found its way into [w]tech. You may don’t know what it is, so let’s just say “It helps us with drawing...
Introducing of an already started campaign of BeyondJupiter. Every week one model created for that project is presented!
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