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  • Hoodwink Game Trailer
    Get acquainted with Michael Bezzle; small time acquisitions expert in the decaying slums of the metropolis - Global-01.
    Michael has met the girl of his dreams: savvy, sophisticated, funny and gorgeous, pawn shop owner Francesca Jones seems like quite the catch.
    Love is in the air for him but when his final caper goes awry, Michael...
    Cyclone Official Gameplay Trailer
    Steam: https://store.steampowered.com/app/1803590/Cyclone/
    itch.io Page: https://reepblue.itch.io/cyclone
    Discord: https://discord.gg/Hh7Ss9fWaW
    ...
    Bladequest
    GET IT ON STEAM!

    ⚡️ THE ULTIMATIVE DUNGEON ⚡️
    The new mega update brings a whole new game mode, a new UI, improved visuals, bug fixes and much more! With "Bladequest", a whole new experience awaits, which emerged from the popular "Bladequest: The First Chapter".

    Are you ready to explore an infinite dungeon,...
    A Demon's Game: Episode 1- Early Access Trailer
    "A Demon's Game" is a very unique title, but keeps true to its horror roots, the game focuses on creating a terrifying atmosphere, rewarding exploration, and engrossing players in the rich lore of its world, moving away from the trend of incessant jump scares and low production quality is our main goal.
    Get it on...
    Between The Realities - Official Trailer
    Warning! Pre-Beta Footage!
    Between The Realities is an indie game in the genre of first-person shooter, which is being developed by our creative association Antology Games Studio. At the moment the game is in active development at the pre-beta stage, the release is expected in the fall 2019. Our project is entirely inspired by oldschool...
  1. True single-pass stereo rendering in new engine  

    We've successfully implemented Nvidia stereoscopic rendering for fast VR performance. More info here: ...
  2. Mars Rover Concept  

    Demonstration of VR concept for Mars Rover. -Vehicle physics with manual or automatic drive. -Simulated camera views. -Pathfinding.
  3. PBR Implementation HD  

  4. Physically-based Rendering: Pass 3  

    Third revision of PBR in Leadwerks.
  5. Physically-based Render: Pass 2  

    This adds cubemap reflections to our PBR implementation. We plan to replace with with real-time voxel-based reflections.
  6. Physically-based Rendering (PBR): Pass 1  

    Demonstration of PBR implementation using procedural lighting data only.
  7. Easy no-bake occlusion culling  

    Baked occlusion data is totally unnecessary! It can all be done cheaply and easily on the GPU.
  8. Clustered Forward Rendering  

    Our new forward renderer has all the flexibility of a deferred renderer, without any of the drawbacks. MSAA, transparency, and per-material light settings all work ...
  9. 1000 Uniquely Animated Goblins  

    Here we see 1000 animated characters. Each instance has its own skeleton and is animated independently from all others. On Intel integrated graphics this is ...
  10. 1000 Animated Goblins  

    Here we see 1000 animated characters rendering at 60 FPS...on integrated graphics! This should run much faster on a discrete GPU. All characters are currently ...
  11. 100 characters with unique animations  

    Here is a test with 100 characters, all with unique animations. I expect the final version to support thousands of characters.
  12. Animation in Leadwerks 5  

    Just starting the Leadwerks 5 animation system. Here's 100 crawlers all sharing a single skeleton. I expect many more than this will be possible in the final ...
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