Uploaded July 2022 | Updated September 2026, 14 hours ago
Added some much requested features, now the editor of Wicked Engine will be nicer to use.
github.com/turanszkij/WickedEngine
Added some much requested features, now the editor of Wicked Engine will be nicer to use.
github.com/turanszkij/WickedEngine


![[Wicked Engine] Adding OpenImageDenoise
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] 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)