[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!

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[w]tech - Completely rewritten!

[w]tech - Completely rewritten!

News 5 comments

I decided to throw my old engine into the bin and to write a new one. Read here, what I made!

[w]tech - A new shader-system

[w]tech - A new shader-system

News 1 comment

In the last months, I worked on the Shader system. See here, what is possible now!

#1 Gameplay - Characters - Hiring
BeyondJupiter

#1 Gameplay - Characters - Hiring

BeyondJupiter 4 comments

The former team of the UnrealTournament 3 total conversion “TRE – Last Life” develops a completely new game with the power of our own engine called...

Shaders with music visualization + Coders wanted!

Shaders with music visualization + Coders wanted!

News 2 comments

In the last weeks, our Engine took a big step forward. There are many new things now, and of course we want to let you see them! The best ways to do this...

Techdemo, New GUI, New team member

Techdemo, New GUI, New team member

News 2 comments

Released a new techdemo showing the music-shader using your own music. Rewritten, faster GUI using aero-design. New team member.

#2 Gameplay, Characters
BeyondJupiter

#2 Gameplay, Characters

BeyondJupiter 10 comments

These news give a closer look on the gameplay and present three new clients

#3 Clients - In Engine Renders
BeyondJupiter

#3 Clients - In Engine Renders

BeyondJupiter 11 comments

Three new clients and first renders in [w]tech with shaders to give you a impression how it will look like.

Deferred Shading in [w]tech

Deferred Shading in [w]tech

News 12 comments

Again, a long time has passed since the last news and again we have many things to show you! So much, that we have to split it up into at least four news...

[w]browser and [w]shade (text-based)

[w]browser and [w]shade (text-based)

News 1 comment

Check out the details about our new browser and the finished text-based shader editor for [w]tech!

Second techdemo released!

Second techdemo released!

News 5 comments

We just released our second techdemo! Check it out here, it features deferred shading, blooming, parallax mapping and specular lighting.

[w]tech goes for DirectX11 and PolyVox!

[w]tech goes for DirectX11 and PolyVox!

News 15 comments

Now it's done: The port to DirectX11 is completed and the integration of PolyVox has become usable.

[w]tech - voxel based terrain layers via Deferred Rendering

[w]tech - voxel based terrain layers via Deferred Rendering

News 3 comments

In our last news we introduced our new terrain, based on voxels. Now there are also various material layers possible. Different to many other engines...

#4 Models - More in Engine Renders!
BeyondJupiter

#4 Models - More in Engine Renders!

BeyondJupiter 2 comments

New in [w]tech renders of our models for BeyondJupiter:)

[w]techportal opens its gates to the world!

[w]techportal opens its gates to the world!

News 3 comments

After a long break we are back! And we have a big present for you: wtechportal.com - a portal exlusive for [w]tech and projects using [w]tech. In addition...

New Core and GUI

New Core and GUI

News 12 comments

This time we have put our hands onto the core of the engine, bringing a lot of nice new features to [w]tech, which weren’t possible with the old one.

#5 EWOBJM on ModDB!
BeyondJupiter

#5 EWOBJM on ModDB!

BeyondJupiter 3 comments

Introducing of an already started campaign of BeyondJupiter. Every week one model created for that project is presented!

[w]tech – Instancing feature

[w]tech – Instancing feature

News 1 comment

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...

#6 EWOBJM and GameDocument excerpt!
BeyondJupiter

#6 EWOBJM and GameDocument excerpt!

BeyondJupiter 1 comment

First excerpt of our upcoming GameDocument and EWOBJM pictures of november and december - enlarge for more information!

[w]tech - Demonstration of LightPrePass

[w]tech - Demonstration of LightPrePass

News 8 comments

Many people asked us which way we use to bring light into our engine.

[w]tech - Refraction

[w]tech - Refraction

News 1 comment

Technique for simulating glass, water and other transparent material is now available in [w]tech

IndirectLighting in [w]tech

IndirectLighting in [w]tech

News 6 comments

New feature to create smooth indirect lighting and more about refraction!

#7 Second GameDocument Excerpt!
BeyondJupiter

#7 Second GameDocument Excerpt!

BeyondJupiter 0 comments

Here's the second excerpt of our GameDocument for BeyondJupiter and some new pics of the EveryWeekOneBeyondJupiterModel campaign!

HDR-Rendering in [w]tech

HDR-Rendering in [w]tech

News 11 comments

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...

#8 EWOBJM and full GameDocument Release!
BeyondJupiter

#8 EWOBJM and full GameDocument Release!

BeyondJupiter 2 comments

New pictures of the EWOBJM-Campaign and the official release of our GameDocument. 24 Pages full of information about BeyondJupiter. All our ideas for...

#9 February/March images of the EWOBJM-Campaign
BeyondJupiter

#9 February/March images of the EWOBJM-Campaign

BeyondJupiter 0 comments

Some new images of our EveryWeekOneBeyondJupiterModel campaign!

#10 Last pics of the EWOBJM-Campaign
BeyondJupiter

#10 Last pics of the EWOBJM-Campaign

BeyondJupiter 1 comment

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.

 [w]tech - Bermuda, Pulsedrive and a new logo!

[w]tech - Bermuda, Pulsedrive and a new logo!

News 3 comments

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...

[w]tech - Antialiasing and Ambient Occlusion

[w]tech - Antialiasing and Ambient Occlusion

News 7 comments

First news pack of two which are about post processing of [w]tech. Get short overview and see what they are good for.

[w]tech - HDR and DOF

[w]tech - HDR and DOF

News 1 comment

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...

[w]tech – Scripting Support

[w]tech – Scripting Support

News 3 comments

Now the shooting, killing, racing, jumping and running can finally begin.