Wolfire has opened Overgrowth game code

Announced On the opening of the source texts of the game Overgrowth , which is one of the most successful projects of Wolfire Games. After 14 years of development, as a proprietary product, it was decided to translate the game into the discharge open to give enthusiasts the opportunity to continue its improvement on your taste.

code is written in C ++ and Open Under the APACHE 2.0 license, which allows including the code into proprietary projects and sell resulting work.
Open source texts cover the game engine, design files, scripts, shaders and auxiliary libraries. Startup is maintained in Windows, MacOS and Linux. Gaming resources remain proprietary and for their delivery in third-party projects requires a separate resolution from Wolfire Games (Mode creation is allowed).

It is assumed that the published code can be used both to create a fundamental new products supplied with its own game resources and to run with the original proprietary set of resources during experiments or in training purposes. Including components and library games can be transferred to other game projects separately. The preparation of extensions and changes are also mentioned for inclusion in the main composition of the commercial game Overgrowth, and the creation of its own informal editors of the game, including changes, impossible for integration into the main project.

The essence of the game Overgrowth in the adventures of Rabbit-Nindza, entering hand-to-hand fights with other anthropomorphic animals (rabbits, wolves, rats, cats, dogs) during the task tasks set in front of the player. The gameplay takes place in a three-dimensional environment overlooking a third party, and to achieve the goals of the goals, the player gives complete freedom of movement and organizing its actions. In addition to single-user missions, multiplayer regime is supported.

The game is equipped with an advanced physical engine that is tightly integrated with a 3D engine and implements the concept “ Procedural animation based on physics “allowing to achieve a realistic model of character movement and adaptive behavior of animation depending on the environment. The game also noteworthy Application of the original context-sensitive management, allowing you to apply various tactics of fighting, and the engine moving, coordinating the joint actions of the characters and Allowing the retreat in the case of a high probability of lesion. An interface is provided for editing cards and scripts.

/Media reports.