Work in Progress
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Xtreme-FIP ( Framed Image Particle System )
Work in Progress - Started by Alienhead,
Timeline, spawners and command interrupteur have been implemented. I was able to make this decent fire scene with only half of the system completed, the cool stuff is up next! I'm excited to see what can be created with this quad-based particle system.
The system can be used via code or in the leadwerks editor, or both.. great for designers and coders working on the same project.
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Ultra Engine/LW 5 Particle Test [Snow/Bubbles/Rain/Fire/Teleport]
Work in Progress - Started by mdgunn,
Testing some basic particle types in Ultra Engine to see if there is sufficient control in the current parameters vs LW4.
Examples in order are Snow/Bubbles/Rain/Fire/Teleport
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Biometric status info / Hud Player
Work in Progress - Started by Yue,
Biometric status info / Hud Player
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Sins of a Dragon
Work in Progress - Started by Alienhead,
Real-time concept design preformed with Ultra Engine.
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Imposter Test
Work in Progress - Started by Josh,
Testing an irregularly shaped object out with 2D imposters...
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Imposters
Work in Progress - Started by Josh,
A quick overview of imposters, a nifty little built-in feature coming soon. This is mostly meant for use with the foliage system, but it works with regular models as well.
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UltraEngine Geometry test
Work in Progress - Started by Alienhead,
A little test I put together to see how much Geometry i could throw at UltraEngine before it started showing any slowdown. Well i completed the entire scene and UltraEngine was still pounding away, this is an amazing engine guys. I 100% suggest you check it out if your into game dev. https://www.ultraengine.com/
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Ocean Rendering (WIP)
Work in Progress - Started by klepto2,
A first sneak peek for an realtime ocean renderer in UltraEngine.
Features:
FFT-Waves WhiteCaps Refraction / Transparency PBR Lighting model Quadtree based Frustumn subdivision for endless ocean rendering Todos:
Shore and object based waves and foam buoyancy and height readback flow maps