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This is a simple skeletal animation scalability test of I implemented 2.5D light culling for the tiled forward (Forward+) render path in I show off my Area Light rendering implementation in I implemented a real time voxel based global illumination into my This sample demonstrates the use of the DirectX compute shader to simulate a large number of colliding compute shader - vertex shader - geometry shader - pixel shader.
I've been working a bit on the editor. The new features are: -Instance duplication (Ctrl+D) -Impostor Rendering -HSV Color Picker ...
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Wicked Engine - GPU Particles [C++][DX11]
Wicked Engine 2018 [C++][DX11]
Wicked Engine - Crowd animation [C++][DX11]
Wicked Engine - 2.5D Culling for Forward+ [C++][DX11]
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Last Updated: May 23, 2026
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![Wicked Engine - GPU Particles [C++][DX11]](https://ytimg.googleusercontent.com/vi/iJhQ3NxfAA4/mqdefault.jpg)
![Wicked Engine 2018 [C++][DX11]](https://ytimg.googleusercontent.com/vi/P9YoTwMdOyg/mqdefault.jpg)
![Wicked Engine - Crowd animation [C++][DX11]](https://ytimg.googleusercontent.com/vi/GwuM1h3n3hE/mqdefault.jpg)
![Wicked Engine - 2.5D Culling for Forward+ [C++][DX11]](https://ytimg.googleusercontent.com/vi/NGWZm2VhxDs/mqdefault.jpg)