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

What comes with Wurfel Engine?

  • cross-plattform (Windows, Mac, Linux + Android prototype)
  • loading of maps with steams
    • dynamic chunk size
  • in-game map editor
  • rendering
    • high rendering speed because of powerful hidden surface detection
    • light engine for day-night-cycle
    • animated sprites without performance loss
    • virtual camera (split screen)
  • entity system
    • pre-made class for controllable players
    • weapons
  • easy extensibility
  • base for own games
    • basic main menu
  • helpful functions
    • ray world intersection
    • screen-to-game-function
  • game console
  • minimap class
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Blog RSS Feed Report abuse Latest News: "Use-it" Update v1.2 Released

About Wurfel Engine with 0 comments by BSVogler on Sep 23rd, 2014

You can watch a summery of the latest features in the video below:

This update improves the use of the engine as a regular java library. Main features are the improved API and the map editor. In general it is much easier to use the engine without the need to modify the engine's source code.
A full change list can be found below.

Future development

From now on I will focus on developing a commercial game with it. It has yet to be seen if I can further update the engine or if my improvements on the engine will stay in most parts closed source. However everyone is free to tweak it. For the game I am looking for a part time developer.
Join development now!

Change List

  • added basic level editor
  • added map saving
  • added loading screen
  • added custom block factories support
  • added basic menu
  • added global game config class/file
  • added GUI for file loading
  • added support for engine use as library (configuration file, APIs)
  • added ray casting method
  • added console commands
  • added debugging rendering
  • enhanced FPS diagram (more precision, RAM usage, delta time)
  • enhanced: screen to game can return normal
  • enhanced: loading sprite offset automatically from file
  • enhanced chat / console
  • enhanced file loading by using libGDX asset manager
  • enhanced graphics a little bit
  • enhanced performance
  • enhanced stability
  • many little fixes and improvements
  • probably some new bugs
Post comment Comments
HeadClot
HeadClot Dec 14 2013, 9:19pm 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, 9:16am replied:

Just simple via github:
Github.com

+1 vote   reply to comment
Guest
Guest Sep 18 2013, 7:28am says:

Where's the download?

+1 vote     reply to comment
BSVogler Creator
BSVogler Sep 24 2013, 12:25pm 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, 3:46pm 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
Bombing Games
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Official Page
Wurfelengine.net
Licence
BSD
Release Date
Released Mar 20, 2013
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Latest tweets from @gamedevbenedikt

@GameDevBenedikt *live

Nov 27 2014, 5:58am

At first it said „39 games are reduced“ and I was just wondering. #steamsale

Nov 26 2014, 1:16pm

@EthicalGameNews You know that @gamasutra is not a person?

Nov 26 2014, 10:56am

Sun shader for our little planet system T.co

Nov 26 2014, 10:34am

@PIXELATEDCROWN game development complexity is like d³ where d is the amount of dimensions.

Nov 24 2014, 6:49pm

Leveled up to Gold on @Titanfallgame. T.co

Nov 24 2014, 6:13pm

I spotted at the rendering loop an algorithm becoming O(n^2) but I can reduce it to O(n) again. So results are still up in the air. :-)

Nov 24 2014, 10:30am

But now you can be at n places at the map at the same time. This is needed for splitscreen play. I still have to test this.

Nov 24 2014, 10:24am

The map now uses only absolute coordinates independent of currently loaded chunks.

Nov 24 2014, 10:23am

Maybe I can reduce it a bit more. Costs are probably much higher but I could remove local to global coordinate calculations.

Nov 24 2014, 10:23am

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