GitHub:https://github.com/turanszkij/WickedEngine
WordEngEnter是开源跨平台C++游戏引擎,支持DX12和Vulkan渲染器的光线跟踪和路径跟踪。Wicked engine既可以作为构建自己游戏引擎的底层框架,也可以作为自己的完全功能引擎,它增强了以下功能:
DirectX 11, DirectX 12 & Vulkan renderersImage rendering,animation : 2D,3D spaceFont rendering (True Type)Networking (UDP)meshes,objects,armatures,animation,materials,lights,hit-spheres,wind,world info,dynamic cameras,ribbon trails,particle systems3D mesh renderingSkeletal animationPhysically based materialsAnimated texturingNormal mappingDisplacement mappingParallax occlusion mappingReal time planar reflectionsCube map reflections (static and real time)Refractions (screen space, blurred)Interactive WaterGaussian BlurBloomEdge outlineMotion BlurLens FlareLight shaftsBokeh Depth of FieldChromatic aberrationMultithreaded renderingTessellation (silhouette smoothing, displacement mapping)GPU-based particles (emit from point, mesh, animated mesh)Soft particlesHair particle systems (grass/vegetation)Instanced renderingMSAA (Forward rendering only)FXAATAA (Temporal Antialiasing)SupersamplingDeferred shadingDirectional lights + cascaded shadow mapsSpotlights + shadow mapsPoint lights + shadow cubemapsSoft shadows (PCF)BULLET Physics: rigid body, soft body3D Audio (Xaudio2)Input: keyboard, mouse, controller (rawinput, xinput), touchController feedback (vibration, LED)Backlog: log,input,scriptingGamma correct, HDR renderingResource ManagerScreen Space Ambient Occlusion (SSAO, HBAO, MSAO)Screen Space ReflectionsSkin shader (Subsurface scattering)Stencil layeringDeferred decalsForward decalsColor GradingSharpen filterEye adaptionLua ScriptingDynamic environment mappingImpostor systemTiled forward (Forward+) rendering (+2.5D culling)Tiled deferred renderingOcclusion culling with GPU queriesTexture atlas packingTiled decalsArea lights: Sphere, Disc, Rectangle, TubeFrame ProfilerVoxel Global IlluminationHuge draw distance support with reversed Z-bufferForce Fields GPU simulationParticle - Depth Buffer collisionsOcean simulation (FFT)Translucent shadowsRefraction causticsLocal parallax-corrected environment mapsVolumetric light scatteringSmooth Particle Hydrodynamics (SPH) Fluid SimulationRay tracing, path tracing (on GPU)Entity-Component System (Data oriented design)Lightmap baking (with GPU path tracing)Job systemInverse KinematicsSpringsTerrain Rendering (material blending)