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Wunderwerk Engine Development Blog

Wunderwerk Engine has started as a graphics engine in 2004 but is slowly evolving into a fully featured game engine.

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Wunderwerk Engine Development Blog | wunderwerk.blogspot.com Reviews
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Wunderwerk Engine Development Blog | wunderwerk.blogspot.com Reviews

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Wunderwerk Engine has started as a graphics engine in 2004 but is slowly evolving into a fully featured game engine.

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1

Wunderwerk Engine Development Blog: Material system

http://wunderwerk.blogspot.com/2012/01/material-system.html

Monday, January 23, 2012. Materials can be made up of several layers which are blended on top of each other with a variety of blend modes, very similar to Photoshop. A texture layer can contain a diffuse texture with an optional alpha channel (for transparency effects), a normal map with a height component stored in the alpha channel (for parallax mapping and similar effects) and a specular map. Internally, texture layers are represented by array textures. January 23, 2012 at 10:59 PM. If instead you wan...

2

Wunderwerk Engine Development Blog: New demo showcasing dynamic lighting, soft shadows and post-processing effects

http://wunderwerk.blogspot.com/2015/02/new-demo-showcasing-dynamic-lighting.html

Friday, February 6, 2015. New demo showcasing dynamic lighting, soft shadows and post-processing effects. I have compiled a little demo using an updated version of my deferred renderer from 2008. The demo presents the main features of the engine: dynamic lighting and soft shadows, integration of the physics engine Bullet Dynamics. And some post-processing effects such as light bloom, depth of field, dynamic reflections and screen space ambient occlusion. The skybox textures I found here. Has started as a...

3

Wunderwerk Engine Development Blog: Detect left and right Shift, Ctrl and Alt key presses, disable system commands (Win32)

http://wunderwerk.blogspot.com/2012/05/detect-left-and-right-shift-ctrl-and.html

Saturday, May 26, 2012. Detect left and right Shift, Ctrl and Alt key presses, disable system commands (Win32). For a game prototype I'm working on I needed to detect whether the left or right Ctrl, Shift and Alt keys were pressed or held down. I expected implementation to be straightforward but in fact, handling of these "special" keys in Windows is not particularly intuitive. Not only are these keys handled by a different set of messages ( WM SYSKEYUP. As opposed to WM KEYUP. UMsg ) { case. RShiftState...

4

Wunderwerk Engine Development Blog: Variance shadow mapping & Bullet physics

http://wunderwerk.blogspot.com/2007/11/ive-implemented-variance-shadow-mapping.html

Monday, November 12, 2007. Variance shadow mapping and Bullet physics. I've implemented variance shadow mapping, a simple modification to the standard algorithm that allows shadow maps to be filtered. I use bilinear filtering (mip maps are too slow), 8x anisotropic filtering and apply a gaussian blur and still get 80fps with two light sources. I had to add a little hack to the lighting shader to get rid of artifacts, though. I've dropped ODE and implemented Bullet. So what's left to do? Should be easy :).

5

Wunderwerk Engine Development Blog: TypeScript/JavaScript: Minimizing garbage collection when using a math library

http://wunderwerk.blogspot.com/2012/11/typescriptjavascript-minimizing-garbage.html

Wednesday, November 28, 2012. TypeScript/JavaScript: Minimizing garbage collection when using a math library. I've spent the past few weeks porting the engine from C /OpenGL to Microsoft's new JavaScript superset TypeScript. Using WebGL to do the rendering. This lead to the development of a set of vector and matrix classes which I've released separately on Github. And will be taken care of by the garbage collector once they're no longer needed. In the original C project, I used the GLM. Vec3 normal; float.

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Wunderwerk Engine Development Blog

Friday, February 6, 2015. New demo showcasing dynamic lighting, soft shadows and post-processing effects. I have compiled a little demo using an updated version of my deferred renderer from 2008. The demo presents the main features of the engine: dynamic lighting and soft shadows, integration of the physics engine Bullet Dynamics. And some post-processing effects such as light bloom, depth of field, dynamic reflections and screen space ambient occlusion. The skybox textures I found here. I've spent the p...

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