Booh!
New antialiasing and exponential HeightFog were integrated into [w]tech to provide state-of-the-art graphics!
[w]tech - heightfog and smaa
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...
hdr-rendering in [w]tech
Many people asked us which way we use to bring light into our engine.
[w]tech - demonstration of lightprepass
The instancing-feature of Direct3D has just found its way into [w]tech. You may don’t know what it is, so let’s just say “It helps us with drawing...
[w]tech – instancing feature
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.
new core and gui
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...
[w]tech - voxel based terrain layers via deferred rendering
Now it's done: The port to DirectX11 is completed and the integration of PolyVox has become usable.
[w]tech goes for directx11 and polyvox!
We just released our second techdemo! Check it out here, it features deferred shading, blooming, parallax mapping and specular lighting.
second techdemo released!
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...
deferred shading in [w]tech
THIS happens, when coders get bored. Have fun!! ;)
- window pong - released
In the last weeks, our Engine took a big step forward. There are many new things now, and of course we want to let you see them! The best ways to do this...
shaders with music visualization + coders wanted!
In the last months, I worked on the Shader system. See here, what is possible now!
[w]tech - a new shader-system
I decided to throw my old engine into the bin and to write a new one. Read here, what I made!
[w]tech - completely rewritten!
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