Uploaded July 2024 | Updated September 2026, 9 hours ago
You can now enable wet map for objects. This will automatically process the ocean displacement map on every surface that has it enabled, and determine if it's under or above the surface. If it's below the ocean, then it will be marked wet, if it's above then it will blend out the wetness over time.
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
You can now enable wet map for objects. This will automatically process the ocean displacement map on every surface that has it enabled, and determine if it's under or above the surface. If it's below the ocean, then it will be marked wet, if it's above then it will blend out the wetness over time.
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



![Wicked Game Engine [C++][DX11]
A game engine programmed by me in my spare time for personal use. I will use it to make my PC game some day.
Music:
1: Stoned Jesus: Bright like the morning
2: Carbon Based Lifeforms: MOS 6581
Sorry for poor resolution and framerate, I am working on a laptop.
I got the free 3D models from Turbosquid.com.
Thank you for watching! Have a nice day!
Now it is open source!
https://github.com/turanszkij/WickedEngine
Tech demos: https://github.com/turanszkij/WickedEngineDemos
Devblog: https://turanszkij.wordpress.com/ Wicked Game Engine [C++][DX11]](https://i.ytimg.com/vi/nNlfkrURqZQ/mqdefault.jpg)




![Decal rendering [DX11]
Decals rendered in a deferred pass, in screen space. Scene information comes from a G-buffer, decals are rendered as boxes, projected onto the scene, then clipped against the box. No geometry manipulation is required in this technique. Decal rendering [DX11]](https://i.ytimg.com/vi/rUOKIrfpHGw/mqdefault.jpg)

