Release Notes: This release tries harder to run in full screen mode now: in case it can't switch the screen resolution, It will use the current resolution. The code was upgraded to use Castle Game Engine 4.1.1, making it possible to use levels that refer to network resources.
Release Notes: The code has been upgraded to use the latest Castle Game Engine version 4.0.0, which brings many improvements and optimizations. Creatures are now a little smarter and more configurable. Collisions are handled in a uniform fashion, which fixes some problems with creature vs. creature collisions (for example, a creature can now step over the corpse of another creature). Collisions with the ground when the creature was pushed by a force are now fixed. The game data and source code are much simpler and easier to extend. Levels and creatures load much faster and require less memory.
Release Notes: Updated to use "Castle Game Engine" 3.0.0. Faster loading of 3D resources (levels, creatures, and such). The ability to design custom levels using X3D, with shader effects and other features from the latest engine version.
Release Notes: Water animation on the "fountain" level is added. The game is ported to the "Kambi VRML game engine" version 2, which brings many bugfixes and optimizations. New levels may be designed using VRML/X3D events, drag sensors, shaders, and so on.
Release Notes: The VRML engine was updated to the newest version. This provides fixes for Mesa3d (especially on Intel GPUs) and frustum culling optimizations.
Release Notes: Support for the OpenAL-Soft implementation was fixed. OpenAL-Soft is detected now, new enumeration of available sound devices works, and everything else works as with older OpenAL implementations.
Release Notes: Bump mapping has been implemented, and is currently only used on "The Fountain" level. VRML models (of levels, creatures, etc.) may have GLSL shaders attached. Anti-aliasing has been implemented (using multisampling of your graphic card).
Release Notes: A new demo level was added: the fountain, done in pure VRML 2.0 format (no more VRML 1.0). Major shadow improvements were made: z-fail was implemented and proper detection when z-fail is needed is done, so faster z-pass is used when possible. Shadow volumes silhouette optimization was improved: now models don't have to be perfect 2-manifolds to use this. Frustum culling for shadows was much improved. Arrows are affected by gravity. An underwater "sick" projection effect was added. Numerous memory and speed optimizations were made. A new "Conserve memory" feature fixes all issues on older Radeon graphic cards.