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
You can not just constantly "ask" 30.000 blocks if they where they are hit by a ray.
39mins 8secs ago
It's damn hard. It's not just about getting a intersection point, you also need the normal and it must be efficient.
41mins 2secs ago
Knowing about raytracers can be pretty useful if you are writing some intersection methods.
45mins 12secs ago
This. Second comment. T.co
5hours 40mins ago
@andreaszecher Benedikt S. Vogler (Independent)
22hours 22mins ago
Amd's deinstaller installs the drivers I want to delete. -.-
Sep 1 2014, 6:54am
Aug 31 2014, 4:15am
Almost finished the raytracer project. T.co
Aug 31 2014, 4:07am
C++ being ugly: ((Composite*)&*rObject)->add_child(&*linkedObject->second);
Aug 31 2014, 3:58am
@kluepfel gibt's auch andere größen als 0,5l?
Aug 29 2014, 6:45am