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Added capsule shadows to Wicked Engine:
10,553 görüntüleme • 1 yıl önce •via X (Twitter)
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Based on this shadertoy:

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

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:

That's clever.

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

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?

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.

Beautiful

nice

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

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