Uploaded August 2022 | Updated September 2026, 10 hours ago
Now that colliders are editable, the fluid particles no longer have a hard coded box collider. The invisible box shape and animated colliders were all set up inside the editor.
Colliders are supported by all GPU particles, like normal emitters and hair particles too.
github.com/turanszkij/WickedEngine
Now that colliders are editable, the fluid particles no longer have a hard coded box collider. The invisible box shape and animated colliders were all set up inside the editor.
Colliders are supported by all GPU particles, like normal emitters and hair particles too.
github.com/turanszkij/WickedEngine





![[Wicked Engine] Standalone build, switching to Vulkan
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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] 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)

