Uploaded March 2017 | Updated September 2026, 10 hours ago
I implemented 2.5D light culling for the tiled forward (Forward+) render path in Wicked Engine a while ago. The implementation is based on the 2012 Siggraph presentation by Takahiro Harada: e8040b55-a-62cb3a1a-s-sites.googlegroups.com/site/takahiroharada/storage/2012SA_2.5DCulling.pdf?attachauth=ANoY7cqWFLp2GZrjpqO1q3YyOMPtB_-dqMBNsC2XpIUMps6mOFBT-vBxGJlno0ku8kfIDpVJ0WBkNEnaDih0YGYZ1b9YlnxDvFvqfcU1xZ3t5UtXuMPaizJpXeT84Xyez_ld618Bj-YP9MHHgrypQXGsF3lBRemLqQqdYCVHM0caOeSi9C0d--oRxnnUmFRwrp8h42_MKeY7iqc7w-OEUtA5dBpEs_K06A1EzCzeCMMt9ebbev4ZYQU%3D&attredirects=0
Source code is available at: github.com/turanszkij/WickedEngine/blob/master/WickedEngine/lightCullingCS.hlsl
Music: Catherine - It's a Golden Show by Shoji Meguro
I implemented 2.5D light culling for the tiled forward (Forward+) render path in Wicked Engine a while ago. The implementation is based on the 2012 Siggraph presentation by Takahiro Harada: e8040b55-a-62cb3a1a-s-sites.googlegroups.com/site/takahiroharada/storage/2012SA_2.5DCulling.pdf?attachauth=ANoY7cqWFLp2GZrjpqO1q3YyOMPtB_-dqMBNsC2XpIUMps6mOFBT-vBxGJlno0ku8kfIDpVJ0WBkNEnaDih0YGYZ1b9YlnxDvFvqfcU1xZ3t5UtXuMPaizJpXeT84Xyez_ld618Bj-YP9MHHgrypQXGsF3lBRemLqQqdYCVHM0caOeSi9C0d--oRxnnUmFRwrp8h42_MKeY7iqc7w-OEUtA5dBpEs_K06A1EzCzeCMMt9ebbev4ZYQU%3D&attredirects=0
Source code is available at: github.com/turanszkij/WickedEngine/blob/master/WickedEngine/lightCullingCS.hlsl
Music: Catherine - It's a Golden Show by Shoji Meguro

![Wicked Engine - Editor Update 1 [C++][DX11]
Ive been working a bit on the editor. The new features are:
-Instance duplication (Ctrl+D)
-Impostor Rendering
-HSV Color Picker
-Copy-Paste (wip)
-Undo-Redo (wip)
https://github.com/turanszkij/WickedEngine-Editor
Also I bought a new PC at last, thats why the framerate is so smooth. :) Wicked Engine - Editor Update 1 [C++][DX11]](https://i.ytimg.com/vi/NvNlGJVZTAo/mqdefault.jpg)



![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)




