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About Pulsedrive with 0 comments by unrealer2 on Jul 22nd, 2012

We have decided to reduce our high ambitions in Pulsedrive and focus on the development of [w]tech. All assets for the alpha are finished and we work on the last points on our todo of [w]tech to make Pulsedrive possible. However there will be no further version after the alpha - so we don't call it alpha anymore. As a very small team we have to use our energy in a responsible way and should not 'waste' it in a far to big second or third project where the first one is big enough. This does not mean that we will reduce our efforts to create a great game!

>>Current Development

At the moment we are developing a controller-structure which will be firstly used in Pulsedrive. So we are developing Pulsedrive to debug and test three main aspects of [w]tech, too:
As already said we are developing a controller which uses the integrated Bullet-Physics. It depends on this controller whether there will a good gameplay.
We are using state-of-the-art effects like Filmic Tonemapping and SMAA for Pulsedrive!
The whole world around the track is active. Day and night cycle, glowing balloons and gameplay...scripting is the key for creating a game.
This three ascpecs are also our milestons for the internal version 0.18 of [w]tech, which will enable us to finish Pulsedrive. Here is a rough overview about future plans:

As you can see there are no big projects but [w]tech on our list. This enables us to focus on our core idea to make a great game-engine and editor.

>>First Track

Least but not last we are proud to show you a in-game shot of our first track. Still in progress!

PD - Track


Pulsedrive Pulsedrive

Updated 1 year ago TBD Single Player Racing

Pulsedrive will be a single-player experience of high speed.You will be able to choose between three different ships, which are accelerated by the pulse...


BeyondJupiter BeyondJupiter

Updated 3 years ago TBD Single & Multiplayer Third Person Shooter

First project which will use the power of [w]tech. Gameplay of BeyondJupiter is a mix between Third-Person-Shooter from the perspective of a Hack'n'Slay...

Post comment Comments  (10 - 16 of 16)
Cyahnidde Apr 23 2010, 9:39pm says:

I see your working in Sculptris. Haha, awesome! Saw your post in the beta gallery. Didn't know anyone here(except me and Sigma) used Sculptris.

+2 votes     reply to comment
unrealer2 Creator
unrealer2 Apr 25 2010, 8:00am replied:

Yes, and we love it:D But at the moment we are using Blender for sculpting but we will test a model made in sculptris in [w]tech very soon. We are going to use it for modeling characters and decoration for BeyondJupiter, too.

+2 votes   reply to comment
hondamx21 Feb 14 2010, 7:39pm says:

Very impressive! I will be tracking this engine. Do you have an estimated alpha release date set at this time?

+2 votes     reply to comment
unrealer2 Creator
unrealer2 Feb 15 2010, 6:20am replied:

There is no plan to release the whole engine as alpha release or for free at all. At the moment we are just developing it for our own games, later we will look further;)

+3 votes   reply to comment
thunderising Feb 14 2010, 1:00am says:

i say scrap DX10..go DX11..

-1 votes     reply to comment
unrealer2 Creator
unrealer2 Feb 14 2010, 5:17am replied:

DX11 is just a addition to DX10 and there is no problem to add the new feature. But DX10, and so DX11 also, is a completely new thing in comparsion to DX9. In addition to that we do want to use the DX Effects - let's say - very deep in coding. Most games does run with DX 9 and 10 and there are no big differences in graphics. But when you do only code it for 10 and 11 you can do great things:D

+4 votes   reply to comment
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