![János Turánszki](/img/default-banner.jpg)
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János Turánszki
Registrace 12. 02. 2008
Invisibility cloak
Added an invisibility cloak feature to the Wicked Engine FPS sample just for fun.
Website: wickedengine.net
Forum: wickedengine.net/forum/
Become a supporter on Patreon for some exclusive content: www.patreon.com/wickedengine
Get the source code from Github: github.com/turanszkij/WickedEngine
Get it from Steam: store.steampowered.com/app/1967460/Wicked_Engine/
Get it from Microsoft Store: www.microsoft.com/store/productId/9PPMV065W9QJ
Follow me on Twitter: turanszkij
Website: wickedengine.net
Forum: wickedengine.net/forum/
Become a supporter on Patreon for some exclusive content: www.patreon.com/wickedengine
Get the source code from Github: github.com/turanszkij/WickedEngine
Get it from Steam: store.steampowered.com/app/1967460/Wicked_Engine/
Get it from Microsoft Store: www.microsoft.com/store/productId/9PPMV065W9QJ
Follow me on Twitter: turanszkij
zhlédnutí: 964
Video
FPS sample - island demo
zhlédnutí 1,1KPřed měsícem
Run-through of the new FPS sample update for Wicked Engine. You can get it on Patreon. Website: wickedengine.net Forum: wickedengine.net/forum/ Become a supporter on Patreon for some exclusive content: www.patreon.com/wickedengine Get the source code from Github: github.com/turanszkij/WickedEngine Get it from Steam: store.steampowered.com/app/1967460/Wicked_Engine/ Get it from Microsoft Store: ...
Buoyancy physics
zhlédnutí 2,4KPřed měsícem
Buoyancy physics is now enabled for the ocean and rigid bodies. Website: wickedengine.net Forum: wickedengine.net/forum/ Become a supporter on Patreon for some exclusive content: www.patreon.com/wickedengine Get the source code from Github: github.com/turanszkij/WickedEngine Get it from Steam: store.steampowered.com/app/1967460/Wicked_Engine/ Get it from Microsoft Store: www.microsoft.com/store...
Wetness maps - rain
zhlédnutí 1,7KPřed měsícem
The wetness maps not only work for the ocean, but the rain effect too. The rain blocker map is also taken into account to avoid surfaces under a roof/tree,etc. getting wet. Website: wickedengine.net Forum: wickedengine.net/forum/ Become a supporter on Patreon for some exclusive content: www.patreon.com/wickedengine Get the source code from Github: github.com/turanszkij/WickedEngine Get it from ...
Wetness maps
zhlédnutí 64KPřed měsícem
You can now enable wet map for objects. This will automatically process the ocean displacement map on every surface that has it enabled, and determine if it's under or above the surface. If it's below the ocean, then it will be marked wet, if it's above then it will blend out the wetness over time. Website: wickedengine.net Forum: wickedengine.net/forum/ Become a supporter on Patreon for some e...
Ocean: extinction, scattering
zhlédnutí 1,8KPřed měsícem
New property was added for water rendering: extinction. This is a color that controls the extinction (tinting) of underwater geometry and light scattering in the waves. Website: wickedengine.net Forum: wickedengine.net/forum/ Become a supporter on Patreon for some exclusive content: www.patreon.com/wickedengine Get the source code from Github: github.com/turanszkij/WickedEngine Get it from Stea...
Soft body simplification
zhlédnutí 1,8KPřed 2 měsíci
Now you can set up soft body simulation for high poly meshes, and reduce the simulation detail. This will allow to have stable soft body physics. Website: wickedengine.net Forum: wickedengine.net/forum/ Become a supporter on Patreon for some exclusive content: www.patreon.com/wickedengine Get the source code from Github: github.com/turanszkij/WickedEngine Get it from Steam: store.steampowered.c...
Soft bodies (Jolt physics)
zhlédnutí 1,7KPřed 2 měsíci
A little demonstration with soft body physics enabled for all the curtains in Sponza, and a closed soft body mesh (monkey head). Performance is good, easily 60 FPS here. When I used Bullet physics, this was too expensive to run for me. Website: wickedengine.net Forum: wickedengine.net/forum/ Become a supporter on Patreon for some exclusive content: www.patreon.com/wickedengine Get the source co...
1000 barrels - Jolt Physics
zhlédnutí 965Před 2 měsíci
Now I can blow up a bigger stack of barrels with the new Jolt Physics. Website: wickedengine.net Forum: wickedengine.net/forum/ Become a supporter on Patreon for some exclusive content: www.patreon.com/wickedengine Get the source code from Github: github.com/turanszkij/WickedEngine Get it from Steam: store.steampowered.com/app/1967460/Wicked_Engine/ Get it from Microsoft Store: www.microsoft.co...
FPS sample - barrel explosion test 2
zhlédnutí 598Před 2 měsíci
Some physics performance slowdown is visible here. Settings: 385 barrels, 120 FPS simulation target, 8 max substeps Website: wickedengine.net Forum: wickedengine.net/forum/ Become a supporter on Patreon for some exclusive content: www.patreon.com/wickedengine Get the source code from Github: github.com/turanszkij/WickedEngine Get it from Steam: store.steampowered.com/app/1967460/Wicked_Engine/ ...
FPS sample - explosive barrels
zhlédnutí 594Před 2 měsíci
Adding explosive barrels to Wicked Engine FPS sample. This shows how to add a script to objects that add extended functionality to the FPS sample script, by modifying global variables. Website: wickedengine.net Forum: wickedengine.net/forum/ Become a supporter on Patreon for some exclusive content: www.patreon.com/wickedengine Get the source code from Github: github.com/turanszkij/WickedEngine ...
FPS sample - sniper rifle
zhlédnutí 642Před 2 měsíci
Work in progress of adding a sniper rifle to the FPS sample. The FPS sample is available for Patreon supporters. Website: wickedengine.net Forum: wickedengine.net/forum/ Become a supporter on Patreon for some exclusive content: www.patreon.com/wickedengine Get the source code from Github: github.com/turanszkij/WickedEngine Get it from Steam: store.steampowered.com/app/1967460/Wicked_Engine/ Get...
Texture streaming
zhlédnutí 2,5KPřed 3 měsíci
Texture streaming can reduce loading time and memory usage by loading textures partially when appropriate. All textures will load only low resolution mip levels first, and after loading is complete and scene rendering is going, higher resolution mips will be loaded on demand. This can result in a slight delay in loading texture detail, but this is handled by smoothly introducing new mip levels ...
FPS sample - enemy cover
zhlédnutí 1,2KPřed 3 měsíci
The FPS sample script has been updated with enemy logic to find cover locations automatically. The search is done on the voxelized version of the scene, and path finding. The logic behind it is that when the enemy gets shot, it starts searching for a cover in a random direction away from the player. If it finds a location that is invisible to the player, it will try to run there. For this, ther...
DDGI voxelized probe refinement
zhlédnutí 1,7KPřed 4 měsíci
Even with the dynamic DDGI probe offsets, sometimes they can get stuck in closed tight spots. Now if the scene has a voxelization, the probes can use it to unstuck themselves into the nearest empty voxel. You can also delete the voxelization after the probes have been unstuck if you don't need it any more. Website: wickedengine.net Forum: wickedengine.net/forum/ Become a supporter on Patreon fo...
Screen Space Global Illumination (WIP)
zhlédnutí 1,7KPřed 5 měsíci
Screen Space Global Illumination (WIP)
I tought it was ARK
I don't know what this is
For a sec. I tought this was GTA6
Amazing! Any chance the scripting API will get c# bindings? I'm sure there are many devs who would prefer c# to lua...
I know this is not a priority but I would love if Visual Scripting gets implemented in the future 🙏🏽. I'm more of a designer than a programmer hence Visual Scripting appeals more to people like me. Can something similar to O3DE's Script Canvas be implemented here ? O3DE also uses Lua and the two are really compatible
Hello, I have one question: would you be able to write games in C++ aside from Lua in Wicked Engine? This game engine seams really great though, might check it out in the future
Yes, lua is optional.
Game name
so what did he do?
Stone
nice
its your engine or? what did u use to create it?
Nagyon nedves 👀 🌊🌊
Janniiii barátom! 💪
This HAS to be in unreal engine 5
Is the source code for this texture streaming available on GitHub? If so, this may be the first open-source game engine I’ve ever seen with texture streaming implemented and the texture streaming code publicly available. Not even Godot has had that implemented yet. Hats off to you, sir. Well done, and thank you.
Yes this is on Github.
This engine has support to play with AR/VR glasses or it just works with screen based games?
No VR or AR support.
@@specialisthun Thank you.
Great stuff.
IF I WANTED A WETNESS MAP ID BRING A CARTOGRAPHER TO BED WITH YOUR MOTHER
Game name
This is really cool
Hey man keep working!!
"OHHHHHHHHHHHHHHHHH MY PCCCCCCCCCCCCC-"
this not roblox
so?
is this roblox?
No.
Wow it’s unreal 😮
Now we need "Maximum armor" 😉 Sidenote, I notice the AI instantly lose interest when you cloak. Ideally, the AI should keep record of the "player last spotted" position, and fire a few shots in that direction after losing sight. Not just when going into cloak, but also when you go around a corner/obstacle, to simulate suppressive fire.
Looks like crysis meets farcry 1 meets fear graphics
Crysis 😎🇨🇱
If they are shooting at you and you go invisible then they should start spray and preying. Atleast that's what I would do
Crysis clone with forward rendering... Very interesting. Even though Crysis 3 uses hybrid rendering approach: it used thin G-Buffer for "simple" PBR materials and applied forward passes for complex materials (e.g. characters skin). And, by the way, do you have debug rendering features? E.g. wireframe mode just to test how hardware occlusion queries work?
Crysis 1 used forward rendering, so not sure what your point is.
It doesn't have that terrible audio though right?
How about you make a map of the ENTIRE earth ? Something to actually FLEX about ?
My dummy think this is roblox
My memory is a bit foggy on this one, but If I'm not mistaken. Theoretically, even though real life cloaking would bend the light and make you invisible for the most part, if the cloaking effect is not fully transparent like in your case, there would still be a shadow that's being casted by the cloaked object, although in a diminished form. That's why in Crysis 1 even when you're mostly cloaked you're still casting a soft almost completely faded shadow. Anyway, nice job but the cloaking effect could use some fractal-brownian motion for more eye appealing light bending effect.
"Cloak Engaged" 🔥
Are you using rigidbody or jolt character controller for player?
Neither, it's custom made.
@@specialisthun Daumnn
What do you use for phisics?
Jolt physics.
Dang, i thought it was OG crysis for a Sec That's Dope AF!
Nice job so far. I wonder if you could implement a smaller chance of being noticed while in the shade from the trees. (General shadows)
Unapologetically moist.
Imagine how good it'd be to piss in that water. Good shit bro
What kind of application is this, where did you get this map, this is all, where did you get this from?
What software do you use?
Unreal engine 5 I think
This gave my pants wetness maps
Do this with rain
this beautiful demonstration of this engine might be an act of advanced high quality production commonly referred to as "cooking".
His computer:🛩️🛩️
One of things in many video games that frustrates me and annoys me the most is that how characters swim or are under water falling, and still look as dry as martian dust. One of the examples is this video game people are so hyped over, Stellar Blade. I see nothing special about it, because the character is swimming and diving, and the hair still looks so dry after all that. So many games.
i think this is water and sphere
Hello, can we do it with other characters? For example, from charscters from the sims? (I export the characters) I am trying to create my animations for the sims 4 And I already have the bone mocap that I need to retarget to the sim.
It works out of the box for VRM and Mixamo characters. For other kinds of characters, a creating a humanoid rig is required, which can be made from the editor using a bone naming convention, or could be done from c++ at import time.