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Wolfe games has detailed the next update for their title P.U.R.E. revealing two new races along with GLSL shaders support as well.
The patch will bring the game to v1.3 and introduces the feature complete Space Chickens and Wolfoids to the RTS game along with sea combat that features "giant guns and huge explosions."
The update has yet to be given a release date other than soon. From the notes:
First off, we have new content coming.
Two (yes, two) new races will be added to the game for 1.3.
The Space Chickens will be feature-complete, and a new race, tentatively named the “Wolfoids” (kudos if you get the reference) will be in 1.3. We’re not promising that they’ll be perfectly balanced yet, but progress is being made!
Oh, and also we might finally have combat on the sea, with giant Resistance and Overmind warships dueling it out with giant guns and huge explosions. Just thought I’d mention that.
And a new Demo build is about ready, featuring some new content and small fixes. We’ll have links to it when it’s done.
From the release:
July 13, 2009- Indianapolis, Indiana- Wolfe Games, in partnership with developers of the Spring Engine, have finished GLSL-based normal maps and depth maps, and P.U.R.E. will be utilizing them in the next release of the game, which follows the classic "release early, release often" model of development. According to Greg Wolfe, "This is a feature that we've been working on for nearly six months, with the coders from the Spring Engine. Normal maps and other shaders are a big part of what makes modern games look and feel modern. We are very proud to have achieved this technical breakthrough, which will allow the game's visual quality to become modern almost overnight."
"Best of all, we've distributed the source code for our shader, which is GLSL 1.1-specification compliant and runs on both nVidia and ATi hardware that meets OpenGL 2.0 standards (anything from a GeForce 6800 upwards, basically- even very old hardware) under the GPL, so that anybody willing to use GPL source may use it. The shader, which I co-wrote and debugged for ATi along with Kloot (a Spring Engine lead developer) performs alpha transparency, glowmaps, normalmaps, specularity control and reflectivity in a single, low-impact shader. This is about as sophisticated as any shader for current-generation graphics gets, and we intend to add an additional set of alternative shaders to perform alpha transparency with depth sorting and Fresnel effects, as well as shaders that use the "texture2" specification of the Spring S3O model format in novel ways. This is just the tip of a very big iceberg."