Welcome to the Wolfire Blog! This is where we keep everyone up to date on our progress on Overgrowth and other new stuff. Be sure to subscribe to get the latest news! Also, be sure to check out the forums for even more up to date news - or get on IRC for up to the second updates.

Fan-made Lugaru Campaigns

Add Comment! By David Rosen on April 17th, 2008

There are two excellent single-player campaigns for Lugaru made by forum users Silb and Jendraz. They are both longer and more in-depth than the original Lugaru campaign, and use a lot of engine features in innovative ways that I hadn't thought of. Click on these links to try the Empire and Temple campaigns!

Rigid body physics integration

Add Comment! By David Rosen on March 25th, 2008

The point-stick-triangle physics described in the previous post is very good for quickly defining articulated bodies, but it is not appropriate for simulating large numbers of colliding rigid bodies. I am experimenting with different methods to handle these cases: here is a screenshot of a standard box collision test using ODE (Open Dynamics Engine) integration. We can use our old system for special physics like characters and plants, and ODE for large numbers of simpler objects.

Here is a link to a video of the new physics in action.

Physics Engine

Add Comment! By David Rosen on January 16th, 2008

I managed to combine my Wolfire work with Swarthmore class work by improving my physics engine and creating a small web page about how it works. You can find it here if you are interested; it has screenshots and videos of it in action.

New sky shader

Add Comment! By David Rosen on July 19th, 2007

I was tired of my old sky dome, so I replaced it with a single quad with a pixel shader that handles shifting backlit and normal-mapped clouds, 'god' rays, and atmospheric scattering. It actually has a lower impact on framerate than the old sky because it is all drawn at the same time.

Iterative parallax mapping

Add Comment! By David Rosen on July 10th, 2007

I started to revisit the terrain surface shading today, and implemented parallax mapping to give a greater feeling of depth to the ground.