Media Summary: I implemented 2.5D light culling for the tiled forward (Forward+) render path in This is a simple skeletal animation scalability test of I show off my Area Light rendering implementation in

Wicked Engine 2018 C Dx11 - Detailed Analysis & Overview

I implemented 2.5D light culling for the tiled forward (Forward+) render path in This is a simple skeletal animation scalability test of I show off my Area Light rendering implementation in I implemented a real time voxel based global illumination into my graphics The old CPU particle system has been replaced with a GPU-based system. This allows for an increased scale in simulation, ... I've been working a bit on the editor. The new features are: -Instance duplication (Ctrl+D) -Impostor Rendering -HSV Color Picker ...

Testing a technique to make 3D, like snow inside the postprocess shader. Got DOF working in While I am preparing for a bigger update on Showing the new features that were added to Music: Bud Spencer & Terence Hill: Vier Fäuste gegen Rio - 07 - Hear It Tonight ...

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Wicked Engine 2018 [C++][DX11]
Wicked Engine - 2.5D Culling for Forward+ [C++][DX11]
Wicked Engine - Crowd animation [C++][DX11]
Wicked Engine - Area Lights [C++][DX11]
Wicked Engine Open Source Release [C++][DX11]
Wicked Engine - Voxel GI [C++][DX11]
Wicked Engine - Editor [C++][DX11]
Wicked Engine - GPU Particles [C++][DX11]
Wicked Engine - Editor Update 1 [C++][DX11]
Wicked Engine - Forward+ Rendering [C++][DX11]
DOF - SNOW - GameGuru MAX - Wicked Engine DX11
Wicked Engine - 10K Stormtroopers [C++][DX11]
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