Wicked Engine Gets DX12 And Vulkan Raytracing Support - Printable Version +- Sick Gaming (https://www.sickgaming.net) +-- Forum: Programming (https://www.sickgaming.net/forum-76.html) +--- Forum: Game Development (https://www.sickgaming.net/forum-80.html) +--- Thread: Wicked Engine Gets DX12 And Vulkan Raytracing Support (/thread-95970.html) |
Wicked Engine Gets DX12 And Vulkan Raytracing Support - xSicKxBot - 06-30-2020 Wicked Engine Gets DX12 And Vulkan Raytracing Support <div><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. Available as both a low level framework for building your own game engine, or as a fully capable engine on it’s own, Wicked Engine boosts the following features:</p> <ul> <li>DirectX 11, DirectX 12 & Vulkan renderers</li> <li>Image rendering,animation : 2D,3D space</li> <li>Font rendering (True Type)</li> <li>Networking (UDP)</li> <li>meshes,objects,armatures,animation,materials,lights,hit-spheres,wind,world info,dynamic cameras,ribbon trails,particle systems</li> <li>3D mesh rendering</li> <li>Skeletal animation</li> <li>Physically based materials</li> <li>Animated texturing</li> <li>Normal mapping</li> <li>Displacement mapping</li> <li>Parallax occlusion mapping</li> <li>Real time planar reflections</li> <li>Cube map reflections (static and real time)</li> <li>Refractions (screen space, blurred)</li> <li>Interactive Water</li> <li>Gaussian Blur</li> <li>Bloom</li> <li>Edge outline</li> <li>Motion Blur</li> <li>Lens Flare</li> <li>Light shafts</li> <li>Bokeh Depth of Field</li> <li>Chromatic aberration</li> <li>Multithreaded rendering</li> <li>Tessellation (silhouette smoothing, displacement mapping)</li> <li>GPU-based particles (emit from point, mesh, animated mesh)</li> <li>Soft particles</li> <li>Hair particle systems (grass/vegetation)</li> <li>Instanced rendering</li> <li>MSAA (Forward rendering only)</li> <li>FXAA</li> <li>TAA (Temporal Antialiasing)</li> <li>Supersampling</li> <li>Deferred shading</li> <li>Directional lights + cascaded shadow maps</li> <li>Spotlights + shadow maps</li> <li>Point lights + shadow cubemaps</li> <li>Soft shadows (PCF)</li> <li>BULLET Physics: rigid body, soft body</li> <li>3D Audio (Xaudio2)</li> <li>Input: keyboard, mouse, controller (rawinput, xinput), touch</li> <li>Controller feedback (vibration, LED)</li> <li>Backlog: log,input,scripting</li> <li>Gamma correct, HDR rendering</li> <li>Resource Manager</li> <li>Screen Space Ambient Occlusion (SSAO, HBAO, MSAO)</li> <li>Screen Space Reflections</li> <li>Skin shader (Subsurface scattering)</li> <li>Stencil layering</li> <li>Deferred decals</li> <li>Forward decals</li> <li>Color Grading</li> <li>Sharpen filter</li> <li>Eye adaption</li> <li>Lua Scripting</li> <li>Dynamic environment mapping</li> <li>Impostor system</li> <li>Tiled forward (Forward+) rendering (+2.5D culling)</li> <li>Tiled deferred rendering</li> <li>Occlusion culling with GPU queries</li> <li>Texture atlas packing</li> <li>Tiled decals</li> <li>Area lights: Sphere, Disc, Rectangle, Tube</li> <li>Frame Profiler</li> <li>Voxel Global Illumination</li> <li>Huge draw distance support with reversed Z-buffer</li> <li>Force Fields GPU simulation</li> <li>Particle – Depth Buffer collisions</li> <li>Ocean simulation (FFT)</li> <li>Translucent shadows</li> <li>Refraction caustics</li> <li>Local parallax-corrected environment maps</li> <li>Volumetric light scattering</li> <li>Smooth Particle Hydrodynamics (SPH) Fluid Simulation</li> <li>Ray tracing, path tracing (on GPU)</li> <li>Entity-Component System (Data oriented design)</li> <li>Lightmap baking (with GPU path tracing)</li> <li>Job system</li> <li>Inverse Kinematics</li> <li>Springs</li> <li>Terrain Rendering (material blending)</li> </ul> <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>. You can learn more about Wicked Engine in the <a href="https://www.youtube.com/watch?v=yi4sDIaIcFo">video</a> below.</p> <p align="center"><iframe 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> <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> <hr> <p> <!-- <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; //- -> </script> --></p> </div> https://www.sickgaming.net/blog/2020/06/29/wicked-engine-gets-dx12-and-vulkan-raytracing-support/ |