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What have dragons lost on a wake-board? Well... read on if you are curious to know :P
Lots of code work for OpenGL 3 usage and nifty holo-computers as well as the demo-world.
Another take on shadow casting and physics. This time the point lights.
Tackled two nasty problems which nagged us for quite some time about robust shadow casting and getting dragons to walk.
Long overdue news post mostly about editor features.
Lots of work done on optimizing the indoor rendering part of the engine as well as a new release of the DENormGen tool.
A lot of time passed since the last news post but this is because a lot of stuff happened. Main focus this time has been on Out-Door Scenes.
Upgrade on the locomotion system, maps, inventory and game-play changes/updates.
Quite some time passed since the last news post for a reason. A lot of changes and additions have been made recently to the engine and especially to the...
This update stand again under the stars of graphics especially transparent and indirect rendering as well as one of the important game problems: localization...
Quite some time went by since the last update. This had been mostly because we could not decide when to make the next News post. A lot of improvements...
A lot of time went by without news so it's time to give out some informations.
A lot of work went into the game engine which is why the updates had been kept scare. Not much sense in doing updates if there is just a lot of text and...
Lots of new images and videos: Effects, new interactivity and fresh blood :D
Various updates happened to the engine, the game and the profiles here on ModDB.
The Audio System has been now implemented in the first incarnation. For this various new module types and modules have been added. Check them out to get...
The Draggine Game Engine has now received it's own web site and is now uncoupled from the Epsylon website. This website contains detailed informations...
A long time passed since the last update since a lot of engine work has been done ( The informations here are a bit shortened so see the Links for details...
After a long absence due to exams and a lot of other work the Project Epsylon is back with a lot of news. The main work went into reworking the rendering...
This news post divides in two major parts. The first part is the World Editor which has been pushed forward. There are many changes so I stick to a small...
Yet another news post which took ages before hitting the shelves. The reason had been manifold and some of them good while others bad. The main reason...
Since the last update things went a bit quiet but for a reason. A lot of work has been spend on rewriting the old intermediate map editor into a the new...
How long did people wait on this lovely moment where the first images in motion of this game engine and the game can be seen. Took me a long time to find...
Like often in live small outbursts of workaholic can provide miracles. In this case two miracles came along. The first is shorter so it comes, well, first...
Long time since the last news post. Time flies by really quickly especially if you don't pay attention to it as you are deep in your work. Like always...
Soon another year of development is going to start. As a little celebration and a little "reason" for people to keep an eye on this project...
Version 1.5 has been release of the DE Normal Map Generator with the following changes: added support to use edge creasing in the high resolution mesh...
This news post has now a bit more of images to look at. Still the modders amongst you get a fair share of it. The last batch of work produced some new...
Usually I do not delay news posts for such a long time but in the last 2 month things went upside down at different places. Like always time has to be...
the DENormGen 1.4 is now available to gentoo users using the sunrise-overlay. as adding ebuilds to the main portage tree is often a nearly impossible...