{"id":114804,"date":"2020-06-29T17:47:11","date_gmt":"2020-06-29T17:47:11","guid":{"rendered":"http:\/\/gamefromscratch.com\/post.aspx?id=49cbbac2-8d0c-4e38-8838-47ec2df2440a"},"modified":"2020-06-29T17:47:11","modified_gmt":"2020-06-29T17:47:11","slug":"wicked-engine-gets-dx12-and-vulkan-raytracing-support","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2020\/06\/29\/wicked-engine-gets-dx12-and-vulkan-raytracing-support\/","title":{"rendered":"Wicked Engine Gets DX12 And Vulkan Raytracing Support"},"content":{"rendered":"<p>The open source cross platform C++ powered game engine <a href=\"https:\/\/github.com\/turanszkij\/WickedEngine\">Wicked Engine<\/a>, just got raytracing and path tracing support for both DX12 and Vulkan renderers.&nbsp; Available as both a low level framework for building your own game engine, or as a fully capable engine on it\u2019s own, Wicked Engine boosts the following features:<\/p>\n<ul>\n<li>DirectX 11, DirectX 12 &amp; Vulkan renderers<\/li>\n<li>Image rendering,animation : 2D,3D space<\/li>\n<li>Font rendering (True Type)<\/li>\n<li>Networking (UDP)<\/li>\n<li>meshes,objects,armatures,animation,materials,lights,hit-spheres,wind,world info,dynamic cameras,ribbon trails,particle systems<\/li>\n<li>3D mesh rendering<\/li>\n<li>Skeletal animation<\/li>\n<li>Physically based materials<\/li>\n<li>Animated texturing<\/li>\n<li>Normal mapping<\/li>\n<li>Displacement mapping<\/li>\n<li>Parallax occlusion mapping<\/li>\n<li>Real time planar reflections<\/li>\n<li>Cube map reflections (static and real time)<\/li>\n<li>Refractions (screen space, blurred)<\/li>\n<li>Interactive Water<\/li>\n<li>Gaussian Blur<\/li>\n<li>Bloom<\/li>\n<li>Edge outline<\/li>\n<li>Motion Blur<\/li>\n<li>Lens Flare<\/li>\n<li>Light shafts<\/li>\n<li>Bokeh Depth of Field<\/li>\n<li>Chromatic aberration<\/li>\n<li>Multithreaded rendering<\/li>\n<li>Tessellation (silhouette smoothing, displacement mapping)<\/li>\n<li>GPU-based particles (emit from point, mesh, animated mesh)<\/li>\n<li>Soft particles<\/li>\n<li>Hair particle systems (grass\/vegetation)<\/li>\n<li>Instanced rendering<\/li>\n<li>MSAA (Forward rendering only)<\/li>\n<li>FXAA<\/li>\n<li>TAA (Temporal Antialiasing)<\/li>\n<li>Supersampling<\/li>\n<li>Deferred shading<\/li>\n<li>Directional lights + cascaded shadow maps<\/li>\n<li>Spotlights + shadow maps<\/li>\n<li>Point lights + shadow cubemaps<\/li>\n<li>Soft shadows (PCF)<\/li>\n<li>BULLET Physics: rigid body, soft body<\/li>\n<li>3D Audio (Xaudio2)<\/li>\n<li>Input: keyboard, mouse, controller (rawinput, xinput), touch<\/li>\n<li>Controller feedback (vibration, LED)<\/li>\n<li>Backlog: log,input,scripting<\/li>\n<li>Gamma correct, HDR rendering<\/li>\n<li>Resource Manager<\/li>\n<li>Screen Space Ambient Occlusion (SSAO, HBAO, MSAO)<\/li>\n<li>Screen Space Reflections<\/li>\n<li>Skin shader (Subsurface scattering)<\/li>\n<li>Stencil layering<\/li>\n<li>Deferred decals<\/li>\n<li>Forward decals<\/li>\n<li>Color Grading<\/li>\n<li>Sharpen filter<\/li>\n<li>Eye adaption<\/li>\n<li>Lua Scripting<\/li>\n<li>Dynamic environment mapping<\/li>\n<li>Impostor system<\/li>\n<li>Tiled forward (Forward+) rendering (+2.5D culling)<\/li>\n<li>Tiled deferred rendering<\/li>\n<li>Occlusion culling with GPU queries<\/li>\n<li>Texture atlas packing<\/li>\n<li>Tiled decals<\/li>\n<li>Area lights: Sphere, Disc, Rectangle, Tube<\/li>\n<li>Frame Profiler<\/li>\n<li>Voxel Global Illumination<\/li>\n<li>Huge draw distance support with reversed Z-buffer<\/li>\n<li>Force Fields GPU simulation<\/li>\n<li>Particle &#8211; Depth Buffer collisions<\/li>\n<li>Ocean simulation (FFT)<\/li>\n<li>Translucent shadows<\/li>\n<li>Refraction caustics<\/li>\n<li>Local parallax-corrected environment maps<\/li>\n<li>Volumetric light scattering<\/li>\n<li>Smooth Particle Hydrodynamics (SPH) Fluid Simulation<\/li>\n<li>Ray tracing, path tracing (on GPU)<\/li>\n<li>Entity-Component System (Data oriented design)<\/li>\n<li>Lightmap baking (with GPU path tracing)<\/li>\n<li>Job system<\/li>\n<li>Inverse Kinematics<\/li>\n<li>Springs<\/li>\n<li>Terrain Rendering (material blending)<\/li>\n<\/ul>\n<p>Wicked Engine is open source under the MIT license is and is available <a href=\"https:\/\/github.com\/turanszkij\/WickedEngine\">here on GitHub<\/a>.&nbsp; You can learn more about Wicked Engine in the <a href=\"https:\/\/www.youtube.com\/watch?v=yi4sDIaIcFo\">video<\/a> below.<\/p>\n<p align=\"center\"><iframe loading=\"lazy\" width=\"853\" height=\"480\" src=\"https:\/\/www.youtube.com\/embed\/yi4sDIaIcFo\" frameborder=\"0\" allowfullscreen allow=\"accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture\">[embedded content]<\/iframe><\/p>\n<p class=\"under\"> <span class=\"categories\"><a href=\"https:\/\/www.gamefromscratch.com\/category\/GameDev-News.aspx\">GameDev News<\/a><\/span> <span class=\"tags\"><a href=\"https:\/\/www.gamefromscratch.com\/?tag=\/Engine\" rel=\"tag\">Engine<\/a><\/span> <\/p>\n<hr>\n<p> <!--\n<script type=\"text\/javascript\"><!- - google_ad_client = \"ca-pub-5156240514307514\"; \/* GFS 720 Post above Comments *\/ google_ad_slot = \"5626844176\"; google_ad_width = 728; google_ad_height = 90; \/\/- ->\n<\/script>\n--><\/p>\n","protected":false},"excerpt":{"rendered":"<p>The open source cross platform C++ powered game engine Wicked Engine, just got raytracing and path tracing support for both DX12 and Vulkan renderers.&nbsp; Available as both a low level framework for building your own game engine, or as a fully capable engine on it\u2019s own, Wicked Engine boosts the following features: DirectX 11, DirectX [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[71],"tags":[72],"class_list":["post-114804","post","type-post","status-publish","format-standard","hentry","category-game-development","tag-gamedev-news"],"_links":{"self":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/114804","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/comments?post=114804"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/114804\/revisions"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=114804"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=114804"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=114804"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}