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Work in Progress

  1. Mecha Spider Foot Inverse Kinematics  

    Inverse Kinematics in Leadwerks.
    Procedural animation
  2. We have finally made it  

    See utube desc for more.
    This runs at 60 fps. Its a perlin noise based world generator in c++.
  3. Cyclone Wall Launch Auto-Look  

    The camera will now automatically point towards the direction of the launch with wall Cyclones.
  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. Robotic Arm VR Prototype  

    We have no connection to Team Fortress 2 or Source Engine, despite what YouTube is showing below. This is a demonstration of our robotic arm prototype with ...
  6. Scripting a shader texture movement!  

    I will make a more detailed blog entry about this because it was an adventure to reach this.
    It was all about converting a beautiful shader generated waves mvement  in a mathematic function that allows to predict waves forces at a position (x,y,z) , to get for example:
    - realistic and not randomly ingame wave shaking effects on a boat, or wood prop or whatever.
    - Splash effects or character realistic reactions depending on the wave water level.
    This is a little showcase that shows how the terrain is replicating the main shader waves movement.
    > The terrain's movements are generated with a script and is rendered in blue.
    > The shader is placed to compare a little bit higher over the terrain and has transparency.
     
  7. 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. 
     
  8. Dangerous Rays First Look  

    Game Website: http://www.dangerousrays.com
    Twitter: https://twitter.com/LonelyBitsGames
    Facebook: https://www.facebook.com/LonelyBitsGames
  9. 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.
  10. 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.
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