[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 article RSS Feed [w]tech - Demonstration of LightPrePass

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

Posted by [WuTz]! on Feb 2nd, 2011

[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

Post comment Comments
_1dt3k_
_1dt3k_ Feb 3 2011, 2:01am says:

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.

+1 vote     reply to comment
FredDurscht
FredDurscht Feb 3 2011, 2:42am says:

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!

+1 vote     reply to comment
[WuTz]!
[WuTz]! Feb 3 2011, 8:59am replied:

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.

+2 votes     reply to comment
Megumi
Megumi Feb 3 2011, 6:50am says:

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 ^^

+1 vote     reply to comment
unrealer2
unrealer2 Feb 3 2011, 7:21am replied:

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;)

+2 votes     reply to comment
[WuTz]!
[WuTz]! Feb 3 2011, 8:58am replied:

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 ;)

+1 vote     reply to comment
unrealer2
unrealer2 Feb 3 2011, 11:07am replied:

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

+1 vote     reply to comment
[WuTz]!
[WuTz]! Feb 3 2011, 12:56pm replied:

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

+1 vote     reply to comment
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