Wolfire open source game Overgrowth

Overgrowth, one of the most successful projects of Wolfire Games, has been open-sourced. After 14 years of development as a proprietary product, it has been decided to open-source the game so that enthusiasts can continue to improve it to their liking.

The code is written in C++ and is open under the Apache 2.0 license, which also allows you to include the code in proprietary projects and sell the resulting work. Open source covers the game engine, project files, scripts, shaders, and support libraries. Supports running on Windows, macOS and Linux. Game resources remain proprietary and their distribution in third-party projects requires separate permission from Wolfire Games (modding is allowed).

It is assumed that the published code can be used both to create fundamentally new products that come with their own game resources, and to run with the original proprietary set of resources when conducting experiments or for educational purposes. Including components and libraries of the game can be separately transferred to other game projects. Also mentioned is the willingness to accept community-prepared expansions and changes for inclusion in the main composition of the commercial game Overgrowth. If it is not possible to integrate changes into the main project, you can create your own unofficial editions of the game.

The essence of the game Overgrowth is in the adventures of a ninja rabbit, who engages in hand-to-hand combat with other anthropomorphic animals (rabbits, wolves, rats, cats, dogs) in the course of completing the tasks assigned to the player. The gameplay takes place in a three-dimensional environment with a third-person view, and to achieve the goals the player is given complete freedom of movement and organization of their actions. In addition to single-player missions, multiplayer mode is also supported.

The game is equipped with an advanced physics engine that is tightly integrated with the 3D engine and implements the concept of "physics-based procedural animation", which allows for realistic character movement and adaptive animation behavior depending on the environment. The game is also notable for the use of original context-sensitive controls that allow you to apply various combat tactics, and an AI engine that coordinates the joint actions of the characters and allows retreat in case of a high probability of defeat. An interface for editing maps and scenarios is provided.

The game engine supports rigid body physics, skeletal animation, pixel-by-pixel lighting with refraction of reflections, 3D sound, modeling of dynamic objects such as sky, water and grass, adaptive detailing, realistic rendering of wool and plants, depth and blur effects during fast movement, various types of texture mapping (including dynamic cubemapping and parallax mapping).



Source: opennet.ru

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