Media Summary: I implemented 2.5D light culling for the tiled forward (Forward+) render path in I show off my Area Light rendering implementation in Testing a technique to make 3D, like snow inside the postprocess shader. Got DOF working in
Wicked Engine Crowd Animation C Dx11 - Detailed Analysis & Overview
I implemented 2.5D light culling for the tiled forward (Forward+) render path in I show off my Area Light rendering implementation in Testing a technique to make 3D, like snow inside the postprocess shader. Got DOF working in Become a Patron to receive videos early: Get the source code from Github: ... While I am preparing for a bigger update on Video projectors can be created by placing a light source in front of a material with video texture. The video material should be ...
Another video in a series showing the progress on my homebrew C# Game