Uploaded June 2022 | Updated September 2026, 13 hours ago
I rewrote the shadow rendering to use a shadow atlas. Now all shadows are packed into one shadow atlas and they can choose their shadow resolution dynamically based on distance to camera and other things. Each light can also specify a custom fixed shadow resolution if needed.
I rewrote the shadow rendering to use a shadow atlas. Now all shadows are packed into one shadow atlas and they can choose their shadow resolution dynamically based on distance to camera and other things. Each light can also specify a custom fixed shadow resolution if needed.
![[Wicked Engine] Adding OpenImageDenoise
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Get the source code from Github: https://github.com/turanszkij/WickedEngine
Get it from Steam: https://store.steampowered.com/app/1967460/Wicked_Engine/
Get it from Microsoft Store: https://www.microsoft.com/store/productId/9PPMV065W9QJ
Follow me on Twitter: https://twitter.com/turanszkij [Wicked Engine] Adding OpenImageDenoise](https://i.ytimg.com/vi/iA1STL-1b94/mqdefault.jpg)
![Wicked Engine - GPU Particles [C++][DX11]
The old CPU particle system has been replaced with a GPU-based system. This allows for an increased scale in simulation, additional collision with scene geometry. New effects are available with the help of force fields and particle motion blur.
For a detailed explanation, visit my blog: https://turanszkij.wordpress.com/2017/11/07/gpu-based-particle-simulation/
Or pull the source from GitHub: https://github.com/turanszkij/WickedEngine
Music: Cortex - Mary et Jeff Wicked Engine - GPU Particles [C++][DX11]](https://i.ytimg.com/vi/iJhQ3NxfAA4/mqdefault.jpg)

![Wicked Engine - Editor [C++][DX11]
An editor for my game engine, using my custom gui, written in C++. It is open source and available on github: https://github.com/turanszkij/WickedEngine Wicked Engine - Editor [C++][DX11]](https://i.ytimg.com/vi/iMluDH8oaFg/mqdefault.jpg)




![Anisotropic voxel clipmaps [WIP]
Working on big updates to Wicked Engines voxel GI, now it supports anisotropic voxels and clipmaps.
Anisotropic voxels means each voxel has a directionality, so voxel resolution doubles 6 times, once for each face of a cube. Sampling the anisotropic structure requires 3 texture lookups instead of one.
The clipmap is a voxel cascade structure, each level covers a twice as big area compared to the previous level, while using the same resolution. Only one clipmap is updated per frame, so the result lags a bit.
The performance is currently very slow, this will need to be solved before competing the update. Anisotropic voxel clipmaps [WIP]](https://i.ytimg.com/vi/kDJA2Yif4fs/mqdefault.jpg)

