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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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Introduction to Ultra Engine API
Work in Progress - Started by Josh,
Here are some of the new API features you will find in Ultra Engine.
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Ocean Rendering (WIP)
Work in Progress - Started by klepto2,
A first sneak peek for an realtime ocean renderer in UltraEngine.
Features:
FFT-Waves WhiteCaps Refraction / Transparency PBR Lighting model Quadtree based Frustumn subdivision for endless ocean rendering Todos:
Shore and object based waves and foam buoyancy and height readback flow maps -
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Imposters
Work in Progress - Started by Josh,
A quick overview of imposters, a nifty little built-in feature coming soon. This is mostly meant for use with the foliage system, but it works with regular models as well.
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Weekend Workshop #18
Streams and Events - Started by Josh,
This week we talked about importing Unity scenes into Ultra Engine, view models, and a lot more...
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Weekend Workshop #19
Streams and Events - Started by Josh,
This week we had a quick lesson on sRGB and linear color space, a look at the exciting new AssetFetch web API for game content, and learned a shocking secret developers don't know about Steam!
6-1-24.zip