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?  

  • cross-plattform (Windows, Mac, Linux + Android planned)
  • loading infinite big maps with steams
    • dynamic chunk size
  • rendering
    • high rendering speed because of visibility analysis
    • animation without performance loss
    • virtual camera (supports splitscreen)
    • very fast light engine for day/night cycle
  • entity system
    • premade class for controllable players or bots
  • easy extensibility
  • base for own games
    • game loop
    • starting parameters
    • main menu example included
    • basic weapon functionality
  • screen-to-game-function
  • message system for multiplayer chat or system messages
  • includes minimap class as an example or for debugging
  • free map editor included (Windows only)
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Blog RSS Feed Report abuse Latest News: "Feature Update" V1.1 Released

About Wurfel Engine with 6 comments by Cbeed on Dec 2nd, 2013

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.

Full changelist:

  • day-night cycle made with a light engine using phong lighting model
  • new library: libGDX
  • architecture/code improvements:
    • separated sprites of blocks from entities via GameObject categories
    • new position classes for easy managing of coordinates
    • cleaner code
    • improved performance and stability
    • you can now reference another sprites (needs more work)
    • more dynamic sprite sizes
  • new time-control feature (allows slow motion)
  • support for sounds for jumping, landing and entering water with a character
  • mini-map has turned squares
  • removed many little bugs

Future plans and current status

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.)

Post comment Comments
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
Cbeed Jan 5 2014, 9:16am replied:

Just simple via github:

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

Where's the download?

+1 vote     reply to comment
Cbeed 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
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Released Mar 20, 2013
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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.

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@andreaszecher Benedikt S. Vogler (Independent)

22hours 22mins ago

Amd's deinstaller installs the drivers I want to delete. -.-

Sep 1 2014, 6:54am

@jamielowesdev">.@jamielowesdev @xiotex then you are forced to follow only hobbyist devs (outside of industry and not covered by journalism)

Aug 31 2014, 4:15am

Almost finished the raytracer project.

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?

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