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