[w]tech combines next generation technologies like full dynamic lighting, voxel based terrain and bullet physics, which are brought to you via a self-explanatory user interface. We are thinking in innovative ways to combine the available technologies and ideas to an edgeless package. Visit wtechportal.com to get more information about the newest features integrated into [w]tech!
I decided to throw my old engine into the bin and to write a new one. Read here, what I made!
In the last months, I worked on the Shader system. See here, what is possible now!
The former team of the UnrealTournament 3 total conversion “TRE – Last Life” develops a completely new game with the power of our own engine called...
In the last weeks, our Engine took a big step forward. There are many new things now, and of course we want to let you see them! The best ways to do this...
Released a new techdemo showing the music-shader using your own music. Rewritten, faster GUI using aero-design. New team member.
These news give a closer look on the gameplay and present three new clients
Three new clients and first renders in [w]tech with shaders to give you a impression how it will look like.
Again, a long time has passed since the last news and again we have many things to show you! So much, that we have to split it up into at least four news...
Check out the details about our new browser and the finished text-based shader editor for [w]tech!
We just released our second techdemo! Check it out here, it features deferred shading, blooming, parallax mapping and specular lighting.
Now it's done: The port to DirectX11 is completed and the integration of PolyVox has become usable.
In our last news we introduced our new terrain, based on voxels. Now there are also various material layers possible. Different to many other engines...
New in [w]tech renders of our models for BeyondJupiter:)
After a long break we are back! And we have a big present for you: wtechportal.com - a portal exlusive for [w]tech and projects using [w]tech. In addition...
This time we have put our hands onto the core of the engine, bringing a lot of nice new features to [w]tech, which weren’t possible with the old one.
Introducing of an already started campaign of BeyondJupiter. Every week one model created for that project is presented!
The instancing-feature of Direct3D has just found its way into [w]tech. You may don’t know what it is, so let’s just say “It helps us with drawing...
First excerpt of our upcoming GameDocument and EWOBJM pictures of november and december - enlarge for more information!
Many people asked us which way we use to bring light into our engine.
Technique for simulating glass, water and other transparent material is now available in [w]tech
New feature to create smooth indirect lighting and more about refraction!
Here's the second excerpt of our GameDocument for BeyondJupiter and some new pics of the EveryWeekOneBeyondJupiterModel campaign!
HDR-Rendering is one of those effects every modern engine should have built in. It the makes life for mappers easier and makes everything looking cool...
New pictures of the EWOBJM-Campaign and the official release of our GameDocument. 24 Pages full of information about BeyondJupiter. All our ideas for...
Some new images of our EveryWeekOneBeyondJupiterModel campaign!
The whole production of BJ will slow down, because most of the meshes which are required for a prototype are finished, but the engine has to catch up.
Three month without news are three month of hard working. Two new projects have been started and a new [w]tech logo was designed. Furthermore we are still...
First news pack of two which are about post processing of [w]tech. Get short overview and see what they are good for.
Second news about post processing in [w]tech! This one is about our simple Depth-Of-Field-Effect and some improvements of our High-Dynamic-Range-Rendering...
Now the shooting, killing, racing, jumping and running can finally begin.
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