Uploaded August 2024 | Updated September 2026, 14 hours ago
Run-through of the new FPS sample update for Wicked Engine. You can get it on Patreon.
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
Run-through of the new FPS sample update for Wicked Engine. You can get it on Patreon.
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
![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)









![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)