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Added capsule shadows to Wicked Engine:

10,553 views • 1 year ago •via X (Twitter)

11 Comments

János Turánszki's profile picture
János Turánszki1 year ago

Based on this shadertoy:

János Turánszki's profile picture
János Turánszki1 year ago

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

ESDigital Games's profile picture
ESDigital Games1 year ago

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:

𝔉𝔦𝔩𝔴𝔦𝔱's profile picture
𝔉𝔦𝔩𝔴𝔦𝔱1 year ago

That's clever.

János Turánszki's profile picture
János Turánszki1 year ago

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

temper's profile picture
temper1 year ago

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?

János Turánszki's profile picture
János Turánszki1 year ago

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.

Omio Rahman's profile picture
Omio Rahman1 year ago

Beautiful

Luis's profile picture
Luis1 year ago

nice

(No Follows Please)'s profile picture
(No Follows Please)1 year ago

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

János Turánszki's profile picture
János Turánszki1 year ago

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

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