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Terrain tessellation - wireframe
Work in Progress - Started by Steam Community,
Using tessellation for terrain rendering (WIP) -
Vehicle test
Work in Progress - Started by Admin,
Test with Dave Gravel's raycast vehicle implementation in Newton Game Dynamics and Leadwerks Engine. -
Particle physics with Newton Dynamics
Work in Progress - Started by Admin,
Here we have some faster moving particles that act like a stream of water. -
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Imposter Test
Work in Progress - Started by Josh,
Testing an irregularly shaped object out with 2D imposters...
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SSLR
Work in Progress - Started by Steam Community,
Just messing around with some real-time reflections from Igor -
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Introducing Leadwerks IDE
Streams and Events - Started by Josh,
You can get klepto2's Scintilla implementation here: https://github.com/klepto2/UltraEngineUtilities
3-29-25.zip
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Scripting a shader texture movement!
Work in Progress - Started by Marcousik,
I will make a more detailed blog entry about this because it was an adventure to reach this.
It was all about converting a beautiful shader generated waves mvement in a mathematic function that allows to predict waves forces at a position (x,y,z) , to get for example:
- realistic and not randomly ingame wave shaking effects on a boat, or wood prop or whatever.
- Splash effects or character realistic reactions depending on the wave water level.
This is a little showcase that shows how the terrain is replicating the main shader waves movement.
> The terrain's movements are generated with a script and is rendered in blue.
> The shader is placed to compare a little bit higher over the terrain and has transparency.
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