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Terrain coloring

November 9th, 2008

We are starting on actually making our landscapes look like real landscapes! So far we have completed a lot of the macro detail, like the general shape and color; but we still have a lot of work to do on the details.

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Facebook 500 = Alpha 1

November 2nd, 2008

Well, the 500th fan has joined the Overgrowth Facebook page! That is truly amazing and we are pretty much stunned. That is quite an army of Wolfire fans! It's crazy that about a week ago I was bothering my roommate to join to bump the fan number up from 5 people to 6 people. You guys are the best ...

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Wolfire Halloween

November 1st, 2008

Aubrey carved this Wolfire pumpkin last night! Phillip, John, and I set it on fire, in the spirit of the old school Wolfire logo. See the full album on our Facebook page. Add yourself to the page while you're at it!

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The Whale Man Stands Alone

October 31st, 2008

Whale men mostly live in the ocean... Mostly. Please Digg this as well! digg_url = 'http://cdn.wolfire.com/legacy/whaleman.jpg';

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The few, the loud, the...

October 30th, 2008

(Larger version) (Largest version) Wolfire is a tiny indie video game developer but we want to be known internationally! If you are fluent in another language, or have ideas on how to publicize us in return for a free copy of OG and/or a cool tshirt, check out the Wolfire Overt Ops!

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Shader-free fallback

October 29th, 2008

We are working hard to make Overgrowth run smoothly for everyone, so we have a fallback rendering pipeline that uses no shaders at all! It doesn't look as nice as our high-end rendering mode, but it should work for almost anyone. Shaders on left, shader-free on right

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Atmospheric haze

October 27th, 2008

I just added atmospheric haze to the engine! It is pretty subtle, so I made this comparison picture. It is notable for two reasons. First, it is radial fog, so it does not distort when you move the camera like fog often does in games. Second, it gets its color from a blurred version of the sky behind it, so ...

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