Work in Progress
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First pass at streaming terrain
Work in Progress - Started by Admin,
Terrain data is 16384x16384. Sort of kind of working... -
Dangerous Rays Pre-Release Gameplay Video 1
Work in Progress - Started by franck22000,
Official Website:
http://www.dangerousrays.com
Twitter:
https://twitter.com/LonelyBitsGames
Facebook:
https://www.facebook.com/LonelyBitsGames
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Hierarchical Terrain LOD
Work in Progress - Started by Admin,
More efficient LOD system for large terrains. -
[SNEAK PEEK] Dangerous Rays Alpha 14
Work in Progress - Started by franck22000,
Here is a quick look of Dangerous Rays Alpha 14. New melee weapons, physics impact sounds, destructible crates, improved graphics and vegetation, better inventory icons and more...
Available now at: http://www.dangerousrays.com/buy
Alpha 14 Changelog: http://forums.lonelybitsgames.com/vie...
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Vulkan animation benchmark
Work in Progress - Started by Admin,
Over 1000 uniquely animated characters rendering at 450 FPS with our new Vulkan renderer. No special tricks, this is just what happens if you load a model and ... -
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Vulkan animation stress test
Work in Progress - Started by Admin,
Switching our new renderer from OpenGL to Vulkan yielded a 78% performance increase in this animation stress test. -
Skinned animation in Vulkan
Work in Progress - Started by Admin,
More info: https://www.leadwerks.com/community/blogs/entry/2513-skinned-animation-in-vulkan/ #gamedev. -
Jetpack Car :D
Work in Progress - Started by Marcousik,
Just press Space bar to go up in the air..
Smooth landing feature is scripted.
TEMP 2022-03-25 10-12-45.mp4
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Particle physics with Newton Dynamics
Work in Progress - Started by Admin,
Here we have some faster moving particles that act like a stream of water. -
Particle Physics with Newton Dynamics
Work in Progress - Started by Admin,
First pass at particle physics, here with some smoke-like particles. Particles collide with and exert forces on the scene. -
Voxel Cone Step Tracing WIP
Work in Progress - Started by Josh,
Further refinement. Light leaks are mostly eliminated, using a fairly large voxel size of 0.25 meters.
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Voxel Cone Step Tracing - Edge Fade
Work in Progress - Started by Josh,
The edges of the GI volume now fade as they go out of range. This can be used with the final GI stage to fade the effect out, or to smooth the transition between stages. It was difficult to get the code for this exactly right because the volume texture moves in increments with the camera.