[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!

News RSS Feed Summary List News  (0 - 30 of 45)
Posted | Game Title | Author
 [w]tech - Bermuda, Pulsedrive and a new logo!

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

Jun 18, 2011 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...

Deferred Shading in [w]tech

Deferred Shading in [w]tech

May 25, 2010 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...

HDR-Rendering in [w]tech

HDR-Rendering in [w]tech

Mar 15, 2011 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...

IndirectLighting in [w]tech

IndirectLighting in [w]tech

Feb 20, 2011 6 comments

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

New Core and GUI

New Core and GUI

Dec 28, 2010 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.

Second techdemo released!

Second techdemo released!

Jun 13, 2010 5 comments

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

Shaders with music visualization + Coders wanted!

Shaders with music visualization + Coders wanted!

Mar 25, 2010 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

Apr 4, 2010 2 comments

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

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

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

May 30, 2010 1 comment

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

[w]tech - 2 years of development

[w]tech - 2 years of development

Dec 22, 2011 2 comments

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...

[w]tech - A new shader-system

[w]tech - A new shader-system

Mar 8, 2010 1 comment

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

[w]tech - Antialiasing and Ambient Occlusion

[w]tech - Antialiasing and Ambient Occlusion

Jul 17, 2011 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 - Completely rewritten!

[w]tech - Completely rewritten!

Feb 13, 2010 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 - Demonstration of LightPrePass

[w]tech - Demonstration of LightPrePass

Feb 2, 2011 8 comments

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

[w]tech - HDR and DOF

[w]tech - HDR and DOF

Jul 25, 2011 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 - HeightFog and SMAA

[w]tech - HeightFog and SMAA

May 13, 2012 3 comments

New antialiasing and exponential HeightFog were integrated into [w]tech to provide state-of-the-art graphics!

[w]tech - Physics

[w]tech - Physics

Nov 17, 2011 3 comments

A new video about physics in [w]tech. We have nearly integrated all features we need for Pulsedrive Alpha!

[w]tech - Realistic Skin and Roadmap

[w]tech - Realistic Skin and Roadmap

Jan 2, 2012 6 comments

Our approach for realistic skin as real-time shader and our Roadmap for 2012. And we decided to release [w]tech as Freeware...

[w]tech - Refraction

[w]tech - Refraction

Feb 10, 2011 1 comment

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

[w]tech - Simple Motion-Blur and "Level of Detail"

[w]tech - Simple Motion-Blur and "Level of Detail"

Feb 26, 2012 6 comments

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...

[w]tech - Simple Physics

[w]tech - Simple Physics

Oct 12, 2011 12 comments

We are heading to complete our Pulsedrive prototype, called Pulsedrive Alpha. Therefore we need collision and physics. This is the first demonstration...

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

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

Aug 29, 2010 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...

[w]tech goes for DirectX11 and PolyVox!

[w]tech goes for DirectX11 and PolyVox!

Jul 19, 2010 15 comments

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

[w]tech – Instancing feature

[w]tech – Instancing feature

Jan 24, 2011 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...

[w]tech – Scripting Support

[w]tech – Scripting Support

Aug 23, 2011 3 comments

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

[w]techportal opens its gates to the world!

[w]techportal opens its gates to the world!

Dec 27, 2010 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...

Related News

#1 Gameplay - Characters - Hiring
BeyondJupiter

#1 Gameplay - Characters - Hiring

Mar 21, 2010 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...

#10 Last pics of the EWOBJM-Campaign
BeyondJupiter

#10 Last pics of the EWOBJM-Campaign

Jun 9, 2011 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.

#2 Gameplay, Characters
BeyondJupiter

#2 Gameplay, Characters

Apr 28, 2010 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

May 22, 2010 BeyondJupiter 11 comments

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