diff --git a/README.md b/README.md index d6e085ef8..8dea25090 100644 --- a/README.md +++ b/README.md @@ -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 Michael Gallie: ![City](https://turanszkij.files.wordpress.com/2019/01/city1.png) diff --git a/features.txt b/features.txt index 499467241..21c904ce3 100644 --- a/features.txt +++ b/features.txt @@ -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