Uploaded February 2024 | Updated September 2026, 10 hours ago
Now the path finding is integrated into the character sample, so the NPCs not only follow the main character on a straight path, but they will avoid obstacles. What's also demonstrated here is a dynamic level, for example when a door opens, the voxelization is updated, so pathways become traversable. In this demo, the voxelization is simply updated every frame, but it could be driven by some event game logic. It is also possible to update dynamic parts of the scene separately from the static part and combine the two voxel volumes faster than re-voxelize everything.
Website: wickedengine.net
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 the path finding is integrated into the character sample, so the NPCs not only follow the main character on a straight path, but they will avoid obstacles. What's also demonstrated here is a dynamic level, for example when a door opens, the voxelization is updated, so pathways become traversable. In this demo, the voxelization is simply updated every frame, but it could be driven by some event game logic. It is also possible to update dynamic parts of the scene separately from the static part and combine the two voxel volumes faster than re-voxelize everything.
Website: wickedengine.net
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] Standalone build, switching to Vulkan
Become a Patron to receive videos early: https://www.patreon.com/wickedengine
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] Standalone build, switching to Vulkan](https://i.ytimg.com/vi/YNYCGlistBE/mqdefault.jpg)


![Wicked Engine - Area Lights [C++][DX11]
I show off my Area Light rendering implementation in Wicked Engine. It is based on these two presentations:
- Moving Frostbite to Physically Based Rendering: http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf
- Real Shading in Unreal Engine 4: http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
Wicked Engine repo: https://github.com/turanszkij/WickedEngine
Devblog: https://turanszkij.wordpress.com/
Music: Who Am I - Peace Orchestra Wicked Engine - Area Lights [C++][DX11]](https://i.ytimg.com/vi/ZLA47y_u7rM/mqdefault.jpg)
