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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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Weekend Workshop #12
Streams and Events - Started by Josh,
In this episode we review the week's progress and discuss some proposed revisions to the asset pipeline.
4-13-24.zip
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Mecha Spider Foot Inverse Kinematics
Work in Progress - Started by Slastraf,
Inverse Kinematics in Leadwerks.
Procedural animation
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A Demon's Game: Episode 1- Early Access Trailer
Games - Started by lxFirebal69xl,
"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 steam:
http://store.steampowered.com/app/569430
Facebook:
https://www.facebook.com/ADemonsGame/
Twitter:
https://twitter.com/lxFirebal69xl
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Voxel Cone Step Tracing - Edge Fade
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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Screen space reflections with roughness
Work in Progress - Started by Josh,
This shows screen space reflections (SSR) with per-pixel roughness. Even without any temporal filtering / accumulation the results are still pretty smooth.
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