-
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 ... -
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. -
-
-
Mars Rover Concept
Work in Progress - Started by Admin,
Demonstration of VR concept for Mars Rover. -Vehicle physics with manual or automatic drive. -Simulated camera views. -Pathfinding. -
-
Physically-based Rendering: Pass 3
Work in Progress - Started by Admin,
Third revision of PBR in Leadwerks. -
Physically-based Render: Pass 2
Work in Progress - Started by Admin,
This adds cubemap reflections to our PBR implementation. We plan to replace with with real-time voxel-based reflections. -
Physically-based Rendering (PBR): Pass 1
Work in Progress - Started by Admin,
Demonstration of PBR implementation using procedural lighting data only. -
Clustered Forward Rendering
Work in Progress - Started by Admin,
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 ... -
1000 Uniquely Animated Goblins
Work in Progress - Started by Admin,
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 ...