The first version of the engine was known as W3D ("Westwood 3D") was highly modified version of SurRender 3D engine, developed by Hybrid Graphics Ltd. Westwood used W3D for Emperor: Battle for Dune and updated for Command & Conquer: Renegade.
After Westwood was bought by Electronic Arts the engine was further updated for Command & Conquer: Generals, and renamed to SAGE. The rendering part remains nearly identical to the W3D engine, but most other elements have been redesigned from the ground up.
The SAGE engine allows for dynamic lighting that casts realistic shadows and realistic reflections on most objects. High quality visual effects are now possible with the SAGE engine powering games. One example of a unique effect is the stop-motion camera. Blow up a gas station, for example, and the action will freeze in mid-explosion, and the camera will quickly pan around the environment, revealing pieces of debris and shrapnel suspended in the air, before the action promptly resumes. The SAGE engine also allows games to take place during different times of the day, with realistic lighting and shadow changes, etc.
A new, highly modified version is now used to power Command and Conquer 3: Tiberium Wars.
Hello and welcome to a June update (if we don't put an update out in the month that sounds like the theme of the game, what are we even doing?). It's time to talk about what we've been up to and what we've got planned next!
Cast your minds back to the end of August, last year. After almost a decade and a half, Battle for Dune: War of Assassins finally released! But in true W3D Engine fashion, we pushed out an Infantry Only release (because Tiberian Sun: Reborn is our cool, older brother).
We were the first brand new released game from W3D Hub, breaking that long running stream of updates, big and small, from Red Alert: A Path Beyond, Expansive Civilian Warfare, Tiberian Sun: Reborn, and Interim Apex.
We were the first W3D Hub title to release with new Gloss and Specular textures and shaders, full infantry inertia movement, First Person only, fully Aim Down Sights gunplay and to show off the wide range of flexible modernized weapon features.
We went with a different approach to traditional W3D titles in terms of game modes, which was Conquest (Capture Point based objective gameplay) instead of focusing on Base vs Base. We released with 6 maps in total, 4 Conquest, 1 Base vs Base and 1 Hybrid (Conquest with Bases), with all the intention to follow up on that map count, but alas that hasn't happened yet.
Ultimately, we achieved what we set out to do. We had every intention of sticking to a healthy post-release support plan, but getting Battle for Dune out the door took it's toll on us and we were left pretty burnt out.
We've managed to get some Quality of Life and bug fix updates out, but none of the maps that were being worked on which were in high demand by you guys. We still do have plans to get some new maps out and a few more QoL improvements pushed out for the Infantry Release, but it's not currently where our biggest motivation lies...
What does this mean, TeamWolf?
As the title suggests, we've entered development on the next Chapter of Battle for Dune, but I hear you asking...
It's pretty much self explanatory at this point, that our lack of motivation largely comes from wanting to work on the full version of the game - Battle for Dune's Vehicle Release! It's the most requested thing we get when asking what you guys want to see next, and we're no different.
With the 1 year anniversary of our game's launch 2 months away, we felt that we should be getting on with the next instalment and bring the full Battle for Dune: War of Assassins experience to you all ASAP!
Currently we're looking to add new Base Structures, Infantry, Weapons, Vehicle maps and a wide range of audio! More on these will be shown off and explained in future updates!
We're looking at reworking some areas of the game, such as general damage lethality, Shields, Infantry Classes, and a few more. We're also going to be expanding on existing features, such as Capturable Objectives, Weapon handling, and potentially economy.
For now, allow me to introduce the backbone of the Imperium's massive drug addiction and what fuels your Great House's economy, the Spice Harvester!
The Spice Harvester is a huge, hulking machine that is designed to operate and withstand the harsh desert environment of Arrakis. These behemoths work in tandem with Carryalls, being ferried to Spice patches on the open sands and back to the base's Refinery.
We hope you enjoyed the update and let us know if you liked what you've seen so far of our New Chapter in Battle for Dune, we'll be showing off more progress as we go.
Remember, stay Spicy!
We've been a bit silent here, but we've very much been busy! Here's a huge update on everything that's been fixed, balanced, added and tweaked over the...
Gandalf took the ring from Bilbo and let the darkness to take over him. this is a possible addon for Age of The ring mod.
Kanly is finally upon us, Battle for Dune: War of Assassins Infantry Release has finally been released! After 12 years of being a hobby project and 3...
The sands of Arrakis call for you, warriors! Wage war unlike any other and lay claim to the precious spice that the Great Houses of the Imperium covet...
Prepare to unleash the absolute latest in modern weapons technology against the world's most powerful Generals in Command & Conquer Generals: Zero Hour...
Bringing a new and visually stunning 3D engine to the RTS genre is C&C: Generals. Play as the USA, China or the GLA with a large selection of tanks troops...
March, 2047. A massive nuclear fireball explodes high in the night sky, marking the dramatic beginning to the Third Tiberium War. The infamous Kane has...
After years of conflict, the Allies are finally on the brink of victory. Cowering behind the walls of the Kremlin, the Soviets decide to turn to one last...
Battle for Dune: War of Assassins brings you a First-Person Shooter reimagining of Westwood’s Classic Real-Time Strategy, Emperor: Battle for Dune...
This is an expansion pack for Battle for Middle Earth II. It adds new armies such as Arnor & Angmar and has many new expanded heroes and units. The game...
Red Alert: A Path Beyond brings the exciting storyline and epic clashes from the classic Westwood Studios game, Command & Conquer: Red Alert to realm...
Wage war in the North and assume command of the most storied civilizations in all of Middle-earth history - the Elven and Dwarven armies - or fight on...
Enter the C&C universe on foot as you wage war at ground level among the structures, vehicles and weapons made famous in the series. You assume the role...
Patches of C&C Generals Zero Hour cause Lag. Check my tutorial: Moddb.com
I wish that engine supports "better" quality models less laggy.
It's funny how some trolls are going after our standalone mod ( Indiedb.com ) saying it is a pirated version.
Although it is true we use some assets from the original game most of the content we added is created by our developers. The no-cd thing is required for ANY standalone mod based on the SAGE engine to be able to run. This includes the releases of them guys that are now bashing this release @ TSR and AR. Even APB and TCW use it.
where can i get Sage engine pls help??? I need it for a Mod
Wery good mod ;)
(buried)
Norwegian piece of ******* ****.
i probably sound like a complete retard here guys but im new to this sorta thing so could anyone give me advice to how to get these engines??
You have to buy a game that has this engine. After that, you decompile it and use it. You have to get permission from EA though, otherwise you could run into some legal issues, however.
1. buy a game that uses SAGE engine.
Examples: C&C3, RA3, C&C Generals
2. learn how to code with the .INI files
3. if you are going to make a game with this engine, make sure that the textures, models, gameplay, is completely different
4. if you have a copyright problem with the engine,
just make a total conversion mod
I think EA should give up their SAGE because it sucks and they don't have originality