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Overgrowth Alpha 27

May 18th, 2009

Here is what is new in Overgrowth in this weekly alpha. If you are confused what a weekly alpha is, or even what Overgrowth is, please read our fancy FAQ. Basically, we are developing a massive video game from the ground up -- we are able to do this completely independently by accepting preorders for the game before it's done ...

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Why ninja rabbits?

May 18th, 2009

John reports that "Why did you pick ninja rabbits?" is one of the most commonly asked questions from interviewers and fans on our live chat. For Lugaru, the answer is simple -- back in high school, I thought it would be fun to make a game about my dog Wolfie. This idea evolved into a game about wolves fighting rabbits. A ...

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Overgrowth text editor

May 16th, 2009

Hey guys, one thing that is important for the Overgrowth editor is being able to edit and create scripts efficiently. To do this, Phillip asked me to make a text editor UI widget so we can work on stuff within the game. I started out by making a simple text editor. Since we are using webkit as our UI layer ...

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Decals editor ~ part two

May 16th, 2009

Last week I introduced our prelminary decal editor for Overgrowth. At that point, the decal editor worked very much like the object editor, with 3D bounding boxes for each decal. This presentation style was quite messy. Decal editing has many of the same requirements as object editing, but it also has its own special conditions and constraints. Unlike objects, decals ...

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Overgrowth's Monoliths

May 13th, 2009

In Overgrowth we are trying to make the world feel like it has a real history. The different animal races have been around for a long time and there is a lot of litter left from past groups that have died out or moved on. In addition to abandoned habitations, we have some more mysterious ruins, such as these monoliths ...

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Ragdoll physics - part one

May 12th, 2009

Ragdolls are in Overgrowth now! For those who have pre-ordered, you can summon any number of ragdolls by pressing 'r', and you can throw them around with right-click. They have some pretty cool features, such as smooth sleep transitions, static and dynamic joint friction, aggregated impact detection, and efficient subspace hashing. I can talk about these in a technical post ...

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Overgrowth Alpha 26

May 12th, 2009

Here is what is new in Overgrowth in this weekly alpha. If you are confused what a weekly alpha is, or even what Overgrowth is, please read our fancy FAQ. Basically, we are developing a massive video game from the ground up -- we are able to do this completely independently by accepting preorders for the game before it's done ...

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