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Everything posted by JMichael

  1. You can download the last version here: https://www.leadwerks.com/files/3DWorldStudio5.6.exe
  2. I think a combination of voxels for rough surfaces and polygon ray tracing for sharp reflections will provide the best results. Neither of them can really do both. The RTX approach is an extremely brute force method, and I think I can get better much performance with other means. It's kind of funny that right now we basically have a power struggle between engine developers and hardware manufacturers. I hope the GPU makers don't try to take over more in the future.
  3. The Kickstarter campaign will start the marketing. I may do well-targeted advertising if it provides a net profit.
  4. I've been working to make my previously demonstrated voxel ray tracing system fully dynamic. Getting the voxel data to update fast enough was a major challenge, and it forced me to rethink the design. In the video below you can see the voxel data being updated at a sufficient speed. Lighting has been removed, as I need to change the way this runs. I plan to keep two copies of the data in memory and let the GPU interpolate smoothly in between them, in order to smooth out the motion. Next I need to add the direct lighting and GI passes back in, which will add an additional small delay but hopefully be within a tolerable threshold.
  5. A solution I am exploring to handle large-scale polygon and voxel raytracing led me to a design that does some similar things to this, actually. The point is the raytracing capabiilities, but the ability to stream in high-resolution data is an accidental side effect. I don't think anyone here will be able to utilize this type of thing because the art requirements would be monstrous, and the reason I am doing it is for raytracing, not something that can be easily replicated with tessellation, but something like this in the future isn't off the table.
  6. New Kickstarter campaign is coming...

    1. gamecreator


      Very curious what it'll offer.

    2. JMichael
  7. In the new engine, special water shaders will only require you morph the vertex positions and surface normal and color, because the raytracing system already handles reflection on everything, so it can just use that without requiring any specialized code. There's also refraction on all transparent surfaces, so you can just use that. Water used to be a highly specialized system but now all surfaces are being drawn with the same properties.
  8. Send your information one way from the CPU to the shaders.
  9. It’s not very polished right now so it would be hard for people who don’t have a lot of experience.
  10. I am still flexible on this if a good level designer comes along that I find inspiring. Maybe that will happen when the new engine is released. I'm happy to focus on the code. I think everything will look good with the new raytracing system.
  11. A new beta update is available. The raytracing implementation has been sped up significantly. The same limitations of the current implementation still apply, but the performance will be around 10x faster, as the most expensive part of the raytrace shader has been precomputed and cached. The Material::SetRefraction method has also been exposed to Lua. The Camera::SetRefraction method is now called "SetRefractionMode". The results are so good, I don't have any plans to use any kind of screen-space reflection effect.
  12. There is a bit of confusion in the lighting. Am I looking at a specular reflection from a scene light, or is the little light on the wall illuminating the wall itself?
  13. Finally was able to pre-compute more of the GI calculation and store in a texture, rendering speed is almost ten times faster when I do this.

    1. Cromartie


      How do I become a beta tester of Leadwerks 5?

  14. Why not let the server control all movement so there is no discrepency to resolve?
  15. No, it doesn't do that. I was just talking about the foam on the edges, which is done in a similar manner to how my shader controls transparency.
  16. 1. Nothing special. Should run fast on integrated graphics when I’m done with it. 2. Yes 3. I don’t think the size of the scene matters but it has a limited range around the camera.
  17. I think the shader compares the current depth to the stored one to control the transparency.
  18. Maybe the model has children that contain the surfaces?
  19. I think you just o this: gl_FragCoord.z = z position You might have to convert to a depth value.
  20. You could manually write the pixel depth. Stalker did this for their shadowmaps. However this means you will lose early Z discard, which will make the shader more expensive.
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