Uploaded March 2025 | Updated September 2026, 10 hours ago
The whole lighting is precomputed in this video into path traced lightmaps and probes. The character has a simple capsule shadow to have some extra occlusion on top of static lighting (this is the only dynamic part). The character receives lighting from only diffuse probes.
The whole lighting is precomputed in this video into path traced lightmaps and probes. The character has a simple capsule shadow to have some extra occlusion on top of static lighting (this is the only dynamic part). The character receives lighting from only diffuse probes.
![Wicked Engine 2018 [C++][DX11]
A short video about the state of Wicked Engine in April 2nd, 2018. The engine is still in development by me. These days I am spending most of the time on graphics development. Upcoming feature is the Vulkan renderer. A DirectX 12 backend is now available as experimental.
The video was recorded on a laptop GTX 1050 GPU, 1080p resolution upscaled to 4k (3840, 2160). Most of the video uses Temporal Anti Aliasing to improve image quality while upscaling. This video was using the DX11 renderer.
The engine is available on GitHub as an open source project:
https://github.com/turanszkij/WickedEngine
Music: Changing Seasons (Persona 3 OST)
City model: https://www.cgtrader.com/free-3d-models/exterior/cityscape/the-street-scene
Also used sponza, rungholt and conference room models: http://casual-effects.com/data/index.html
Thank you for watching. Wicked Engine 2018 [C++][DX11]](https://i.ytimg.com/vi/P9YoTwMdOyg/mqdefault.jpg)






![[Wicked Engine] Color grading tutorial
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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] Color grading tutorial](https://i.ytimg.com/vi/SNg8FV8P-3g/mqdefault.jpg)


