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Work in Progress

  1. Real-time Global Illumination WIP  

    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.
  2. Dangerous Rays First Look  

    Game Website: http://www.dangerousrays.com
    Twitter: https://twitter.com/LonelyBitsGames
    Facebook: https://www.facebook.com/LonelyBitsGames
  3. Dangerous Rays Daycycle  

    http://www.dangerousrays.com/
    This video show the daycycle and a bit of the dynamic weather system in Dangerous Rays.
  4. Voxel Cone Step Tracing - Edge Fade  

    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.
  5. Voxel Cone Step Tracing WIP  

    Further refinement. Light leaks are mostly eliminated, using a fairly large voxel size of 0.25 meters.
  6. Jetpack Car :D  

    Just press Space bar to go up in the air..
    Smooth landing feature is scripted.

    TEMP 2022-03-25 10-12-45.mp4  
  7. Green Light Red Light  

  8. Alarm on Menu Astrocuco  

  9. Sound on Storm DevLog  

  10. Basic FMOD Implementation in Cyclone  

    Steam: *Coming Soon* itch.io Page: https://reepblue.itch.io/cyclone Discord: https://discord.gg/Hh7Ss9fWaW Blog Post about it: https://www.ultraengine.com/community/blogs/entry/2732-leadwerks-fmod-studio/ This video shows basic implementation of FMOD being implemented in Cyclone/Leadwerks Game Engine. It's still a work in progress but the groundwork is done.
  11. Atmospheric Scattering  

    A test which shows what can be achieved with computeshader in Leadwerks. This uses dynamic precomputed 3D Texture lookups based on https://github.com/ebruneton/precomputed_atmospheric_scattering using compute shaders converted to Leadwerks..
  12. Jeep crossing hills and mountains - last test  

    That's one of the last car physics performance test for an offroad jeep car.
    I added some of bit drifting, completly overworked the turning behavior, that gets smoothed and optimized;
    i worked the optimization of the dampers of the  car so that the car is dynamically on its way, reacting to the slopes of the terrain, without the player having to be unquiet the car could tilt over.
    Next step: I want to add decals on the terrain each time the car driftes.
    Then, the game should propose to the player different cars models, each one with its one personality and drive feelings. The player will have to make a lot of delivery to help NPCs with their needings and so earn money to buy new or upgrade vehicles.
    Here the video test - record quality is not top
     
     
  13. Ocean Rendering System (WIP) for Leadwerks.  

    A WIP Ocean system for Leadwerks 4 and later for UltraEngine. Features: FFT - Waves (calculated with compute shaders), Reflection, Refraction, Compatibility with the whole lighting system of Leadwerks. You can see that the ocean is affected by multiple light sources.
     
    [Edit:]
    Posted a video about the air to water transition, in the upper left you can also see a current prototype of a realtime shore direction shader, which creates a flowmap for the shore foams and later waves. 
     
  14. Revamped Cyclone Behavior  

    I pretty much had to rewrite my FPS player and Cyclone code but it was worth it!
    Find out more at http://reepsoftworks.com/cyclone/
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