[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!
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...
First news pack of two which are about post processing of [w]tech. Get short overview and see what they are good for.
Now it's done: The port to DirectX11 is completed and the integration of PolyVox has become usable.
Technique for simulating glass, water and other transparent material is now available in [w]tech
New antialiasing and exponential HeightFog were integrated into [w]tech to provide state-of-the-art graphics!
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...
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...
Our approach for realistic skin as real-time shader and our Roadmap for 2012. And we decided to release [w]tech as Freeware...
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.
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...
I decided to throw my old engine into the bin and to write a new one. Read here, what I made!
A new video about physics in [w]tech. We have nearly integrated all features we need for Pulsedrive Alpha!
New feature to create smooth indirect lighting and more about refraction!
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...
These news give a closer look on the gameplay and present three new clients
We just released our second techdemo! Check it out here, it features deferred shading, blooming, parallax mapping and specular lighting.
Another ship for Pulsedrive Alpha is revealed! And some information about gates and highscores.
What is Pulsedrive and why is it unique? Presentation of the first ship and some words about the "Pulse-Drive"!
Many people asked us which way we use to bring light into our engine.
We are heading to complete our Pulsedrive prototype, called Pulsedrive Alpha. Therefore we need collision and physics. This is the first demonstration...
After a long period of working we have nearly finished the environment for our prototype Pulsedrive Alpha!
Three new clients and first renders in [w]tech with shaders to give you a impression how it will look like.
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...
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.
New scripting features in [w]tech enables us to create a dynamic day/night cycle. In addition some important information about Pulsedrive Alpha!
New in [w]tech renders of our models for BeyondJupiter:)
Important decision about the future of Pulsedrive have been made. Read this news for more information and a glimpse of our first track!
In the last months, I worked on the Shader system. See here, what is possible now!
Introducing of an already started campaign of BeyondJupiter. Every week one model created for that project is presented!
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