[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!
Technique for simulating glass, water and other transparent material is now available in [w]tech
Now it's done: The port to DirectX11 is completed and the integration of PolyVox has become usable.
New pictures of the EWOBJM-Campaign and the official release of our GameDocument. 24 Pages full of information about BeyondJupiter. All our ideas for...
First feature presented in the video is a simple Motion-Blur for smoothing the camera movement. Second feature is a technique called "Level of Detail...
New scripting features in [w]tech enables us to create a dynamic day/night cycle. In addition some important information about Pulsedrive Alpha!
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...
New feature to create smooth indirect lighting and more about refraction!
We just released our second techdemo! Check it out here, it features deferred shading, blooming, parallax mapping and specular lighting.
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.
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.
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...
After months of bugfixing the basic ship-physics is working correctly and we have created some flags for decoration which use the new [w]tech LOD feature...
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.
Many people asked us which way we use to bring light into our engine.
I decided to throw my old engine into the bin and to write a new one. Read here, what I made!
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...
New in [w]tech renders of our models for BeyondJupiter:)
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...
First news pack of two which are about post processing of [w]tech. Get short overview and see what they are good for.
Check out the details about our new browser and the finished text-based shader editor for [w]tech!
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...
We need some variable environment for our alpha because we will test many different color-settings and atmospheres. Therefore we have decided to create...
Important decision about the future of Pulsedrive have been made. Read this news for more information and a glimpse of our first track!
Now the shooting, killing, racing, jumping and running can finally begin.
We are heading to complete our Pulsedrive prototype, called Pulsedrive Alpha. Therefore we need collision and physics. This is the first demonstration...
At 23rd December exactly two years have passed since we have started development on the current version of [w]tech. Two years described from the point...
A new video about physics in [w]tech. We have nearly integrated all features we need for Pulsedrive Alpha!
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