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Work in Progress

  1. Particle Physics with Newton Dynamics  

    First pass at particle physics, here with some smoke-like particles. Particles collide with and exert forces on the scene.
  2. Leadwerks 4.6 Vehicle Test  

  3. True single-pass stereo rendering in new engine  

    We've successfully implemented Nvidia stereoscopic rendering for fast VR performance. More info here: ...
  4. Mars Rover Concept  

    Demonstration of VR concept for Mars Rover. -Vehicle physics with manual or automatic drive. -Simulated camera views. -Pathfinding.
  5. PBR Implementation HD  

  6. Physically-based Rendering: Pass 3  

    Third revision of PBR in Leadwerks.
  7. Physically-based Render: Pass 2  

    This adds cubemap reflections to our PBR implementation. We plan to replace with with real-time voxel-based reflections.
  8. Physically-based Rendering (PBR): Pass 1  

    Demonstration of PBR implementation using procedural lighting data only.
  9. Easy no-bake occlusion culling  

    Baked occlusion data is totally unnecessary! It can all be done cheaply and easily on the GPU.
  10. Clustered Forward Rendering  

    Our new forward renderer has all the flexibility of a deferred renderer, without any of the drawbacks. MSAA, transparency, and per-material light settings all work ...
  11. 1000 Uniquely Animated Goblins  

    Here we see 1000 animated characters. Each instance has its own skeleton and is animated independently from all others. On Intel integrated graphics this is ...
  12. 1000 Animated Goblins  

    Here we see 1000 animated characters rendering at 60 FPS...on integrated graphics! This should run much faster on a discrete GPU. All characters are currently ...
  13. 100 characters with unique animations  

    Here is a test with 100 characters, all with unique animations. I expect the final version to support thousands of characters.
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