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Extrem offroad: Sloped old road vs powerful jeep
Work in Progress - Started by Marcousik,
This is a demo for a future offroad game. It demonstrates what a typical offroad drive could be in this game.
It is a challenge for the driver to find a way on this broken road.
The player has to follow an old forgotten road, the nature has slowly begun to cover.
In the future, it supposed to let you deliver things to NPCs, win points on the road...
I plan to add mud, water physics and visual effect, sounds, music, buildings, NPCs, cars upgrades, repairing tools for broken pieces...
There will be no minimap, maybe a reduced map to get maximal immersion.
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Ocean Rendering System (WIP) for Leadwerks.
Work in Progress - Started by klepto2,
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.
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Dangerous Rays First Look
Work in Progress - Started by franck22000,
Game Website: http://www.dangerousrays.com
Twitter: https://twitter.com/LonelyBitsGames
Facebook: https://www.facebook.com/LonelyBitsGames
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Real-time Global Illumination WIP
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.
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Real-time Global Illumination WIP
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.
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