Uploaded July 2021 | Updated September 2026, 15 hours ago
Listen about the future of this channel and view a timelapse in Wicked Engine.
Patreon: patreon.com/wickedengine
Discord: discord.gg/CFjRYmE
Github: github.com/turanszkij/WickedEngine
Music: Ideal and real - Persona 5 Royal (youtube.com/watch?v=lXJRIAvaEY0&ab_channel=PSC)
Listen about the future of this channel and view a timelapse in Wicked Engine.
Patreon: patreon.com/wickedengine
Discord: discord.gg/CFjRYmE
Github: github.com/turanszkij/WickedEngine
Music: Ideal and real - Persona 5 Royal (youtube.com/watch?v=lXJRIAvaEY0&ab_channel=PSC)






![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)



