Download the SDK here (including source code): wurfelengine.net

Features of Wurfel Engine

  • cross-plattform (Windows, Mac, Linux)
  • loading/saving of maps unlimited in size via steaming
    • dynamic chunk size
  • split screen support
  • Rendering
    • high rendering speed because of visibility analysis
    • virtual cameras
    • pixel based shading with normal maps
    • vertex based shading
    • vertex based fog
  • entity system
    • basic collision
  • game console
    • CVar system
  • screen-to-game-function
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Caveland Alpha Co-Op Light Engine at Night Light Engine at evening
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About Caveland with 0 comments by BSVogler on Aug 4th, 2015

You can meet me tomorrow at gamescom in cologne!
I would be glad to meet you!

Lighting: Radiosity shooting vs gathering

I have worked a bit on the light engine. It needed an extension that I can have colored light and light beyond the scale from 0 to 1 to make blocks stand out if the scene is dark. Previously brightness level 1 at night was still dark.
For the lighting I use an approach which can be compared with radiosity.

With the “update-approach”, which I tried before, each block had to collect the light it gets. This is similar to “gathering” when using radiosity procedures. A light source would be updated and set the light to a different level ignoring other light sources. So each changed block has to perform an analysis of the surrounding blocks. This is too expensive so I dropped that.

Today I tried a different approach. The engine iterates over each chunk at each frame to reset the lighting. Then the light can be accumulated for each surface by sending the light from each light source. This is similar to the radiosity-“shooting”-approach. The performance seems to be okay and the result is also working as expected.

To prevent iterations I store as many data as I can in each block in memory. But because the amount of blocks in memory can get huge I have to improve the memory consumption. Therefore I store 4 integer values for all the lighting information of each block. Each side has one integer at each 32 bit. Then I store a color with 10 bit for each channel in RGB format (many bit wise operations).

A whole block has another colorless base light level which is used for the shading based on the height. You can see it in this screenshot:

image


Here is screenshots of the result and a gif. The flickering is achieved by randomizing the light.

image


Gameplay changes

I added the caves which are procedurally generated. At the moment the caves all look like the same and are just simple rectangles. The caves also have some robots in them, which you can fight, and each cave has a portal to a next cave.
The generator uses a function which gets three coordinates as an input and the output is a block ( f(x,y,z)=i ). The nice thing about this that you can debug it via console by two nested for loops.

image


image


I also improved the crafting and the building. Both should be working properly and as intended soon.

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Caveland
Caveland

Caveland

Updated 3 weeks ago TBD Single & Co-op Hack 'n' Slash

A sandbox-building-game in which a base must be constructed and the environment and dangerous caves explored for resources, which can be mined by automatic...

Post comment Comments
parityb1t
parityb1t Apr 30 2015 says:

looking great! well done

+1 vote     reply to comment
HeadClot
HeadClot Dec 14 2013 says:

Hey Cbeed - Where do I submit a feature request?

I am currently following your engine on github by the way. :)

+1 vote     reply to comment
BSVogler Creator
BSVogler Jan 5 2014 replied:

Just simple via github:
Github.com

+1 vote   reply to comment
Guest
Guest Sep 18 2013 says:

Where's the download?

+1 vote     reply to comment
BSVogler Creator
BSVogler Sep 24 2013 replied:

You can try the demos from the website or download the source code for developing your game from git hub.

+2 votes   reply to comment
BSVogler Creator
BSVogler Sep 23 2014 replied:

You can now download the new SDK from the Website or GitHub
wurfelengine.net

+1 vote   reply to comment
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Platforms
Windows, Mac, Linux
Company
Vogler Games
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Official Page
Wurfelengine.net
Licence
BSD
Release Date
Released Mar 20, 2013
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Twitter

Latest tweets from @gamedevbenedikt

@danthat is this some kind of irony?

6hours 10mins ago

Minimal or dark techno is the best thing for working. It's like noise canceling. You don't actively listen to it.

Aug 29 2015

Today is a day where I reget using my own game engine.

Aug 28 2015

Nice, I got Portal 2 and Rocket League for free.

Aug 28 2015

New game design post-it-wall. #gamedev #indiedev T.co

Aug 28 2015

New office :-) T.co

Aug 26 2015

@mrHellstorm @leafthief Sounds nice. Then for example focus on that and build your network around that.

Aug 23 2015

@mrHellstorm @leafthief If you build a social network for a subgroup of people then you can not build a generic one.

Aug 23 2015

@mrHellstorm @leafthief I don't know But I have twitter and deviant art already. So you have to compete with them.

Aug 23 2015

@mrHellstorm @leafthief You should offer something what deviant art and twitter can't. Put your core features on the landing page.

Aug 23 2015

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