06-30-2020, 04:24 AM
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/...g-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/...g-support/