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Wintermute Engine

Wintermute Engine
Original author(s) Dead:Code Software
Initial release 2003-01-12
Stable release
1.9.1 / 2010-01-01
Operating system Windows
Platform Personal computer
Available in English, Greek, Spanish
Type Game engine
License

WME: Donationware

WME Lite: MIT License
Website Wintermute Engine homepage

WME: Donationware

Wintermute Engine (commonly abbreviated as WME) is a set of software tools and a runtime interpreter (game engine) primarily designed for creating and running graphical adventure games.

Wintermute Engine (WME) was designed and programmed by Czech programmer Jan Nedoma, who goes by the nickname Mnemonic on the WME forums. The first public beta version was released on January 12, 2003.

The engine is in active development and several updates are released every year, though irregularly due to the small development team.

Since 2013 the Winter Mute Lite Engine is hosted on Bitbucket and released under a MIT License.

The game engine provides most of the features necessary for creating classic 2D graphical adventure games. Although originally built as a 2D graphics engine, with a built-in script interpreter for implementing game logic, the Wintermute Engine provides support for the combination of real-time 3D characters and 2D backgrounds, a combination sometimes known as "2.5D", that has become the de facto standard for modern adventure games (for example Syberia, Still Life), and survival horror games.

There is also an active community that, while small, is growing in size and is willing to help newcomers with coding or recommendations. Community-created free book of tutorials went online in summer 2008.

Wintermute Engine follows the object-oriented design philosophy. The game developers use the engine tools for building various game objects (actors, scenes, windows etc.) and assembling them together. Every game object is defined by its appearance (graphics, animations, captions, fonts) and by a script, which defines the underlying logic of a given game object and its responses to game events. All those game definitions are then interpreted by the engine runtime interpreter, which is otherwise completely independent on any actual game implementation.


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