Uploaded June 2024 | Updated September 2026, 15 hours ago
Now I can blow up a bigger stack of barrels with the new Jolt Physics.
Website: wickedengine.net
Forum: wickedengine.net/forum
Become a supporter on Patreon for some exclusive content: patreon.com/wickedengine
Get the source code from Github: github.com/turanszkij/WickedEngine
Get it from Steam: store.steampowered.com/app/1967460/Wicked_Engine
Get it from Microsoft Store: microsoft.com/store/productId/9PPMV065W9QJ
Follow me on Twitter: twitter.com/turanszkij
Now I can blow up a bigger stack of barrels with the new Jolt Physics.
Website: wickedengine.net
Forum: wickedengine.net/forum
Become a supporter on Patreon for some exclusive content: patreon.com/wickedengine
Get the source code from Github: github.com/turanszkij/WickedEngine
Get it from Steam: store.steampowered.com/app/1967460/Wicked_Engine
Get it from Microsoft Store: microsoft.com/store/productId/9PPMV065W9QJ
Follow me on Twitter: twitter.com/turanszkij







![Wicked Engine - Forward+ Rendering [C++][DX11]
I made a Tile Based Forward renderer for Wicked Engine. It can support hundreds of lights without a need for a G-Buffer. It supports the ligting of alpha blended/transparent geometries and particle systems trivially as opposed to deferred rendering.
I currently use a depth pre-pass to tightly cull the lights and eliminate overdraw.
This excellent blog helped me a lot in the implementation: http://www.3dgep.com/forward-plus/#Forward
Wicked Engine repo: https://github.com/turanszkij/WickedEngine
Devblog: https://turanszkij.wordpress.com/
Music: Freeland - Big Wednesday Wicked Engine - Forward+ Rendering [C++][DX11]](https://i.ytimg.com/vi/mkAbE9Z4gxI/mqdefault.jpg)


