[w]tech combines next generation technologies like full dynamic lighting, voxel based terrain and bullet physics, which are brought to you via a self-explanatory user interface. We are thinking in innovative ways to combine the available technologies and ideas to an edgeless package. Visit wtechportal.com to get more information about the newest features integrated into [w]tech!

Report content RSS feed [w]tech - Demonstration of LightPrePass

Many people asked us which way we use to bring light into our engine.

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[w]tech - Demonstration of LightPrePass



This video shows the advantages of the lately integrated LightPrePass. It enables you to create a big amount of completelly dynamic lights which are rendered in an extraordinary qualitiy. Sorry for the bad quality of voice recording, next time we will use a better microphone.

(Watch in HD: Youtube.com)



Next will be about "importing of a mesh into [w]tech", "indirect lighting" and "refraction". Stay tuned!

For more information visit: Wtechportal.com

Comments
_1dt3k_
_1dt3k_

It's a real shame that this won't be open source. But then again I can tell why you guys wouldn't want it open source because it looks better then anything commercial I've seen except maybe the UE3 Tests or id Tech 5.

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FredDurscht
FredDurscht

heyho!

it looks really nice and pretty promising!
i would suggest to add a "angle of aperture" to the spot light!
but despite this, very nice, high 5!

sehr gute arbeit! weiter so!

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[WuTz]! Author
[WuTz]!

the spotlight isn't finished at all. It just "works" for now. I hard-coded some values for now, but I will make them available in the property-panel soon.

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Megumi
Megumi

Would like to see the performance with much more complex things like complex water.

Das w wird im Englischen anders ausgesprochen, im Video wird andauernd [v]tech gesagt ^^

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unrealer2 Creator
unrealer2

Lighting of transparent shaders is not possible with such a technique. In fact, you can decide whether to have dynamic lighting or lit transparent shaders when you integrate lighting into your engine. We decided to have dynamic lighting, but probably we will look for a way to get lighting on transparent areas, like with static light maps.

DoubleU tech sucks, so don't mind;)

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[WuTz]! Author
[WuTz]!

We actually can do dynamic lighting on transparent surfaces using forward shading for them.
Another option we can think of is to use a stipple-pattern for the transparent surface which we could then use for one layer of lit transparency.

[v]tech w├╝rde man "u-tek" ausprechen, nicht? Naja, wir mischen eben ein bisschen die Sprachen. Oder so ;)

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unrealer2 Creator
unrealer2

outspoken "v" = ausgesprochenes "wi" ;) But I think it is not so important how you spell the name of an engine, it is much more important what it is capable to visualize:D

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[WuTz]! Author
[WuTz]!

Oh, is that so? *English-skills improved* =)

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