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The Tech behind Spellwrath

While Spellwrath is still far from being released, I can talk a bit about the Tech in this game.


The Game will be Voxel based. The entire Landscape is rendered using Sparse Voxel Octrees (check out /t/voxel for some additional information on this). Unlike other Voxel Games, the Landscape is mostly static. The only things that can be added to the Voxel Landscape itself are Buildings, which in turn, are also made up of Voxels.

Lighting is done via a Real-Time Photon Mapping Technique. Sounds Fancy, but really isn't. As a matter of fact, I would say it is rather simple to implement, yet hard to do in real-time.


The Engine is a Hybrid between the Voxels described above and 2D Sprites. While all this is rendered in a 3D Environment, my goal was to create a Pixel-Art feeling in this Game. No Fancy High-Polygon Models, No Fancy Shaders. Just plain ol' good Sprites.

This Post will be edited once more Information is ready to be made available

3 years ago by Kayzaks

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