You can find the source code at the project's GitHub page. The engine is in continuous development. I am currently working on improving to let it feel like a real easy game engine.
The engine is rather new (>1 year of development).
You can compare the graphics of the engine with the games "Towns" or "Gnomoria".
I am always looking for support (coding/website/documentation/bug search...)
What comes with Wurfel Engine?
The first big update of the isometric block-world game engine „Wurfel Engine“ has been released. Version 1.1. called „Feature Update“ is more stable and has increased performance and introduces many new features.
The library used for the game loop, basic rendering methods and file access has changed from Slick to libGDX. libGDX is running a bit faster, supports Android and is better maintained then Slick. Working on the Android port has also started.
The main feature of this update is the day-night cycle using the phong lighting model.
You can set the angle, the color and the speed of global light sources (sun and moon) and the light get‘s automatically calculated like in a 3D game.
This engine reached a new level at 2.5D graphics and is in this point technically more advanced than the good looking isometric games back then (e.g. Sacred) and today (e.g. Gnomoria, Towns or any other pixel art game).
This amazing technique is only possible with a block world.
Because it is a open source game engine the focus lay also on the classes architecture.
The new coordinates class makes working with coordinates very easy.
I got an additional team member helping me with website. If you also want to join development please contact me.
I started working on the next update, the „Use It“ update (v1.2). It should make it easier to develop your own games with the engine.
More gameplay related features will be included in v1.3. This will be around blowing stuff up and destroy the block world with guns (I call this the „Destruction“ update).
Currently I am studying media informatics at Bauhaus University in Germany which will help me improve the graphics and the sound in future. At the moment I am only learning stuff I already know or don‘t need for the engine (arithmetics, analysis and encryption etc.)
Latest tweets from @gamedevbenedikt
Map duplicate is stored in RAM during testing. You can then jump back or keep the changed map.
15hours 50mins ago
Seven new bugs of this week still open. I oversaw some features like reversing map changes during insta-playtest
15hours 52mins ago
How do I make this disappear? It always reappears. T.co
18hours 4mins ago
Every time I have a good run I die because I feel secure. And then I hate me and try all again.
Apr 14 2014, 6:25pm
Spelunky got me. It's "just one more round" for half an hour every time.
Apr 14 2014, 6:23pm
@Ionisingsw *minimap, damn autocorrect. Btw: looks good. If this an interface where you can select something try a "light" grid.
Apr 14 2014, 12:21pm
@Ionisingsw I have the same problem with my minimal. Possible solution by caching: render to texture only once, then render texture.
Apr 14 2014, 12:18pm
I also planned a video tutorial on how to use the engine for your game.
Apr 13 2014, 6:13pm
The map editor is going to be awesome. WYSIWYG, fast and with instant playtesting feature. Old one had none of it.
Apr 13 2014, 6:10pm