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Added capsule shadows to Wicked Engine:

10,553 Aufrufe • vor 1 Jahr •via X (Twitter)

11 Kommentare

Profilbild von János Turánszki
János Turánszkivor 1 Jahr

Based on this shadertoy:

Profilbild von János Turánszki
János Turánszkivor 1 Jahr

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

Profilbild von ESDigital Games
ESDigital Gamesvor 1 Jahr

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:

Profilbild von 𝔉𝔦𝔩𝔴𝔦𝔱
𝔉𝔦𝔩𝔴𝔦𝔱vor 1 Jahr

That's clever.

Profilbild von János Turánszki
János Turánszkivor 1 Jahr

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

Profilbild von temper
tempervor 1 Jahr

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?

Profilbild von János Turánszki
János Turánszkivor 1 Jahr

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.

Profilbild von Omio Rahman
Omio Rahmanvor 1 Jahr

Beautiful

Profilbild von Luis
Luisvor 1 Jahr

nice

Profilbild von (No Follows Please)
(No Follows Please)vor 1 Jahr

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

Profilbild von János Turánszki
János Turánszkivor 1 Jahr

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

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