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Real-time Global Illumination WIP
Work in Progress - Started by Josh,
The edges of the GI volume now fade as they go out of range. This can be used with the final GI stage to fade the effect out, or to smooth the transition between stages. It was difficult to get the code for this exactly right because the volume texture moves in increments with the camera.
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Real-time Global Illumination WIP
Work in Progress - Started by Josh,
The edges of the GI volume now fade as they go out of range. This can be used with the final GI stage to fade the effect out, or to smooth the transition between stages. It was difficult to get the code for this exactly right because the volume texture moves in increments with the camera.
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Real-time Global Illumination WIP
Work in Progress - Started by Josh,
The edges of the GI volume now fade as they go out of range. This can be used with the final GI stage to fade the effect out, or to smooth the transition between stages. It was difficult to get the code for this exactly right because the volume texture moves in increments with the camera.
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Dangerous Rays First Look
Work in Progress - Started by franck22000,
Game Website: http://www.dangerousrays.com
Twitter: https://twitter.com/LonelyBitsGames
Facebook: https://www.facebook.com/LonelyBitsGames
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Dangerous Rays Daycycle
Work in Progress - Started by franck22000,
http://www.dangerousrays.com/
This video show the daycycle and a bit of the dynamic weather system in Dangerous Rays.
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Voxel Cone Step Tracing - Edge Fade
Work in Progress - Started by Josh,
The edges of the GI volume now fade as they go out of range. This can be used with the final GI stage to fade the effect out, or to smooth the transition between stages. It was difficult to get the code for this exactly right because the volume texture moves in increments with the camera.
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Voxel Cone Step Tracing WIP
Work in Progress - Started by Josh,
Further refinement. Light leaks are mostly eliminated, using a fairly large voxel size of 0.25 meters.
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Jetpack Car :D
Work in Progress - Started by Marcousik,
Just press Space bar to go up in the air..
Smooth landing feature is scripted.
TEMP 2022-03-25 10-12-45.mp4
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Basic FMOD Implementation in Cyclone
Work in Progress - Started by reepblue,
Steam: *Coming Soon* itch.io Page: https://reepblue.itch.io/cyclone Discord: https://discord.gg/Hh7Ss9fWaW Blog Post about it: https://www.ultraengine.com/community/blogs/entry/2732-leadwerks-fmod-studio/ This video shows basic implementation of FMOD being implemented in Cyclone/Leadwerks Game Engine. It's still a work in progress but the groundwork is done.
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Atmospheric Scattering
Work in Progress - Started by klepto2,
A test which shows what can be achieved with computeshader in Leadwerks. This uses dynamic precomputed 3D Texture lookups based on https://github.com/ebruneton/precomputed_atmospheric_scattering using compute shaders converted to Leadwerks..