updated readme and features

This commit is contained in:
turanszkij
2019-03-02 20:02:17 +00:00
parent 30a4f4910b
commit 95eda1eb7c
2 changed files with 18 additions and 17 deletions
+4 -1
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@@ -12,7 +12,7 @@
[s2]: https://badges.gitter.im/WickedEngine/Lobby.svg
[s3]: https://img.shields.io/badge/License-MIT-yellow.svg
[s4]: https://img.shields.io/badge/download%20build-editor-blue.svg
[s5]: https://img.shields.io/badge/download%20build-samples-blue.svg
[s5]: https://img.shields.io/badge/download%20build-tests-blue.svg
[av]: https://ci.appveyor.com/project/turanszkij/wickedengine
[gi]: https://gitter.im/WickedEngine/Lobby?utm_source=badge&utm_medium=badge&utm_campaign=pr-badge&utm_content=badge
@@ -237,6 +237,9 @@ The old Blender exporter script is now not supported! (from version 0.21.0)
Sponza scene with voxel GI enabled:
![Sponza](https://turanszkij.files.wordpress.com/2018/12/sponza.png)
Damaged Helmet GLTF sample model:
![Sponza](https://turanszkij.files.wordpress.com/2019/03/damagedhelmet.png)
City scene with a light map, model from <a href="https://www.cgtrader.com/michaelmilesgallie">Michael Gallie</a>:
![City](https://turanszkij.files.wordpress.com/2019/01/city1.png)
+14 -16
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@@ -7,33 +7,32 @@ Vulkan renderer
Image rendering,animation : 2D,3D space
Font rendering (True Type)
TCP Networking
Blender-exporter: 3D meshes,objects,armatures,animation,materials,lights,hitspheres,wind,world info,dynamic cameras,ribbon trails,particle systems
[removed since 0.21] Blender-exporter: 3D meshes,objects,armatures,animation,materials,lights,hitspheres,wind,world info,dynamic cameras,ribbon trails,particle systems
3D vertex mesh rendering
Keyframe-based skeletal animation for 3D meshes (skinning on CPU or GPU), objects and lights
Skeletal animation blending (transition blending, additive blending)
Multiple material support
Physically based materials
Animated texturing
Normal mapping
Displacement mapping
Parallax occlusion mapping
Real time planar reflections
Static reflections (cube-mapping)
Refractions
Cube map reflections (static and real time)
Refractions (simple refractions, glossy refractions)
Interactive Water
Gaussian Blur
Bloom
Edge outline
Motion Blur
Lens Flare
God rays
Light shafts
Depth of field
Wind effect
Multithreaded rendering on DX11-level hardware (Deferred device contexts)
Tessellation: silhouette smoothing + displacement mapping
Fully GPU-based particle emitters
Soft offscreen particles
Hair particle systems (grass)
Hardware geometry instancing
Tessellation (silhouette smoothing, displacement mapping)
GPU-based particles (emit from point, mesh, animated mesh)
Soft particles
Hair particle systems (grass/vegetation)
Instanced rendering
MSAA (Forward rendering only), FXAA, Supersampling
Deferred shading
Directional lights + cascaded shadow maps
@@ -41,19 +40,17 @@ Spotlights + shadow maps
Point lights + shadow cubemaps
Diffuse, specular lighting for all lights
Soft shadows
Rigid body physics simulation (HAVOK) [PRIVATE]
[removed] Rigid body physics simulation (HAVOK) [PRIVATE]
Rigid body physics simulation (BULLET)
Soft body physics simulation (BULLET)
Sound (Xaudio2)
Frustum culling
QuadTree culling
Octree culling
Input: Windows Keyboard,Windows Mouse,DirectInput(Joypad,Keyboard,Mouse),XINPUT(Joypad)
Backlog: log,input,scripting
Gamma correction
Resource Manager
Screen Space Ambient Occlusion
Skin shader (Subsurface scattering approximation)
Screen Space Reflections
Skin shader (Subsurface scattering)
Stencil layering
Deferred decals
Color Grading
@@ -84,3 +81,4 @@ GPU Path Tracing
Entity-Component System
Lightmaps
Lightmap baking with GPU Path Trace
Job system