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Added capsule shadows to Wicked Engine:

10,553 просмотров • 1 год назад •via X (Twitter)

Комментарии: 11

Фото профиля János Turánszki
János Turánszki1 год назад

Based on this shadertoy:

Фото профиля János Turánszki
János Turánszki1 год назад

The capsules are created automatically for characters, similarly to ragdolls. On the GPU they are culled and applied similar to tiled lighting.

Фото профиля ESDigital Games
ESDigital Games1 год назад

Steel Seed is a single player stealth-action adventure game set in a dark sci-fi world. In her epic journey inside a hostile underground facility run by AIs, Zoe is alone with Koby, a flying drone, as her only companion Add wishlist:

Фото профиля 𝔉𝔦𝔩𝔴𝔦𝔱
𝔉𝔦𝔩𝔴𝔦𝔱1 год назад

That's clever.

Фото профиля János Turánszki
János Turánszki1 год назад

Not my idea, but that's right. I think the first game to use it was Last of Us.

Фото профиля temper
temper1 год назад

Id like to ask you how you do the footprint decals? Is this part of a deferred pipeline or is it just quads rendered on the surface directly?

Фото профиля János Turánszki
János Turánszki1 год назад

They are not simple quads, but real decals. Similar to deferred decals, they are using a box projection. But my renderer is tiled forward, so they are culled per tile like lights and applied inside the main object shaders after lighting.

Фото профиля Omio Rahman
Omio Rahman1 год назад

Beautiful

Фото профиля Luis
Luis1 год назад

nice

Фото профиля (No Follows Please)
(No Follows Please)1 год назад

I kind of don't get what is so impressive about this. What's going on?

Фото профиля János Turánszki
János Turánszki1 год назад

It's not something very impressive, just one method to have directional ambient shadow for dynamic objects.

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