Uploaded November 2017 | Updated September 2026, 14 hours ago
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: turanszkij.wordpress.com/2017/11/07/gpu-based-particle-simulation
Or pull the source from GitHub: github.com/turanszkij/WickedEngine
Music: Cortex - Mary et Jeff
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: turanszkij.wordpress.com/2017/11/07/gpu-based-particle-simulation
Or pull the source from GitHub: github.com/turanszkij/WickedEngine
Music: Cortex - Mary et Jeff

![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)



