Uploaded March 2025 | Updated September 2026, 14 hours ago
The DDGI diffuse probes are now stored as spherical harmonics (previously they were stored as octahedral maps), and a dominant light direction can be computed from them. The capsule shadow can use this light direction for its trace direction. All lighting is baked here statically into lightmaps and diffuse probes. There is no shadow maps or ray tracing used here.
The DDGI diffuse probes are now stored as spherical harmonics (previously they were stored as octahedral maps), and a dominant light direction can be computed from them. The capsule shadow can use this light direction for its trace direction. All lighting is baked here statically into lightmaps and diffuse probes. There is no shadow maps or ray tracing used here.








![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)

