GLW O F - 3D engine

Created by Corin Langosch & Frank Willemsen
 
 
Welcome to World of Fantasy Home Page. GLWOF is the second verion of our awesome 3d engine. It's main differences are windows 95 support, support for direct X 5.0 and use of 3d acceleators as the Monster 3d.
We are using OpenGL to support various 3d cards. A very big difference is also the
dynamic collision dection using brushes instead of bsp-trees.
 


The following things are 100% done (maybe not 100% bug-free):



Or if you really want to check out the demo...just click here
    Please notice that the demo is about 1.6MB so it might take a while to download. You can download the smaller
    archives if you have problems downloadingn the big one or if you already downloaded it and just want to update to
    the latest version. Needed archives are high-lighted. The level included with demo was made by Corin Langosch, but
    all the textures & sounds used are NOT made by us. Some are from ID Software,  some are from others. Also the
    game-dll is mostly a copy from ID's because it's jzst meant as a demo !

Smaller archives for updates or those who have problems with the big one:
    - GlWof executable can be downloaded here. (need it!)
    - To get the needed sound files click here.
    - The alias models are here. (need it!)
    - This is the place for the levels & textures.
    - With this link you can download the utils & some sourcecode.

If you want to report bugs because the engine didn't work properly on your system please:
    - make sure you read all the readme files that came with the demo & tried all suggested solutions
    - notice we tested it only with the Monster 3D (voodoo chip) & fullscreen mode
    - we got some keyboard errors - try using the -win option
    - english keyboard will be in it really soon



I'm sorry but we don't have any screenshots yet. There will be some really soon. But rember, if you want to get the real
feeling of GlWof we suggest to download the demo. 

We work with the Watcom C++ 10.6 compiler but it tmust be easy to port the code to another compiler like Borland C or MicrosoftC. There is no assembler and/or optimisations used so the engineis a lot slower than it could be. The model
editor & the texture manager are done using VC++ 5.0. If you have question concerning these tools and not the engine
itself please send your email to Frank Willemsen.

If you have improvements, questions or suggestions concerning the engine please let us know. If you are about to license
the engine and want to have more technical details or information, we would be proud to answer them.
 

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This page is copyright 1998 by Corin langosch.