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AWOL technology

August 8th, 2010

Aubrey recently posted about the artwork he did for a pre-Overgrowth game prototype, called AWOL. Today I'd like to show some of the technical work I did for that prototype. The first thing I did is make a quick level editor to test out the basic movement and aiming controls. This allowed us to easily create simple test levels ...

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AWOL artwork

August 6th, 2010

Before settling on Overgrowth, David and I kicked around a few different ideas. We have a lot of leftover concepts, screenshots, and art assets from trying out these ideas, so I thought we should show them to you! One of these ideas, called AWOL, was a mouse-only cover shooter game inspired by the classic arcade game Cabal. Here is a ...

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We're off!

September 1st, 2008

Ok, all side projects and contracts are done! Now everyone is ready to focus on Lugaru 2 completely, and we will start making some real progress. The rest of the team will make blog posts soon to introduce themselves.

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Status update

August 22nd, 2008

I spent the last month or so gathering the Wolfire team together in one physical place, and finishing up some side projects. We will be ready to go full-time on Lugaru 2 on September 1st! I graduated from college, so there will be no more delays due to schoolwork; I am going to work on Lugaru 2 all day every ...

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New sky shader

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.

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Lugaru 2 Multiplayer

December 16th, 2006

Henry just got initial multiplayer support working; we can now connect and chat and jump around! There is no fighting yet, but this is a great first step.

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Terrain LOD

September 23rd, 2006

Dynamic terrain level of detail is working now using a form of patch-based geomipmapping; this means that we can seamlessly render distant terrain at lower level of detail, so polygon count does not increase exponentially as view distance increases. This means that we can make the far clip plane much farther away while maintaining high framerate, so you will be ...

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