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N15: Wilds (rust-gamedev#340)
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content/posts/newsletter-015/index.md

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@@ -492,6 +492,43 @@ loadedinto a game engine.
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[Ogmo Editor 3]: https://ogmo-editor-3.github.io/
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[ogmo3-sample]: https://github.com/17cupsofcoffee/ogmo3/blob/main/examples/sample.rs
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### [Wilds]
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![Demo: sponza atrium](wilds.1.png)
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[Wilds] is very early in development game engine.
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It features a renderer that uses Vulkan [ray-tracing extension] supported
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by NVidia RTX cards and future AMD cards.
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Screenshot above is rendered using [DDGI] technique implemented exclusively
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with Rust and GLSL for shaders.
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In the whole scene there is only one directional light source - "sun" -
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and no "ambient" light.
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All geometry in viewport is shadowed from "sun" and is lit with diffuse
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illumination.
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To keep things as simple as possible the engine uses [Hecs] - minimalistic
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ECS library.
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Assets are loaded asynchronously using [Goods] asset manager.
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Traditional rasteriazation rendering pipeline and support [wgpu] backend are planned
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to support wider range of platforms/hardware.
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Implementing GUI system and basic editor is also a priority goal.
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Follow progress [on Twitter](https://twitter.com/zakarum4).
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Contributions and feedback are always welcome.
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[Wilds]: https://github.com/zakarumych/wilds
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[ray-tracing extension]: https://www.khronos.org/registry/vulkan/specs/1.2-extensions/man/html/VK_KHR_ray_tracing.html
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[DDGI]: https://morgan3d.github.io/articles/2019-04-01-ddgi/
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[Hecs]: https://lib.rs/crates/hecs
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[Goods]: https://github.com/zakarumych/goods
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[~~Shave more yaks~~]: https://github.com/zakarumych/gpu-alloc
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[Rapier]: https://rapier.rs
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[Wgpu]: https://wgpu.rs
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### [Arsenal]
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![text logo](arsenal.png)
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