3d-game-shaders-for-beginners
Granite
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3d-game-shaders-for-beginners | Granite | |
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12 | 2 | |
16,993 | 1,461 | |
- | - | |
0.0 | 9.7 | |
10 months ago | 8 days ago | |
C++ | C++ | |
BSD 3-clause "New" or "Revised" License | MIT License |
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3d-game-shaders-for-beginners
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The Book of Shaders
This is a great series if you’re looking for a tutorial. https://lettier.github.io/3d-game-shaders-for-beginners/inde...
- Random Code Inspiration Volume 2
- 3D game shaders for beginners: step-by-step guide to SSAO, lighting, and more
- Beginner friendly tutorial
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Ask HN: What is your new year's resolution?
Sort of.
1. I want to start with working through applying shaders to a 3d scene using the Panda3d library (https://github.com/panda3d/panda3d) . This repo covers that: https://github.com/lettier/3d-game-shaders-for-beginners.
2. Create a simple, custom, graphics-only (no collisions / physics) game engine using Entt (https://github.com/skypjack/entt) and Panda3d. The engine would rely mostly on simple inputs, like mouse clicks, and 3d graphics.
3. Configure clangd to warn on features outside C++11 then refactor both projects (1 & 2)
4. Run experiments on the game engine while working through the Vulkan book: https://raw.githubusercontent.com/Overv/VulkanTutorial/maste...
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Where to find shader resources?
Book of Shaders 3D Game Shaders for Beginners Martin Donald Freya Holmer
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Game Engine From Scratch
Some tutorials I have looked at (well nor originally, as I learned the basics when we were still at DX9 :D): - https://lettier.github.io/3d-game-shaders-for-beginners/index.html
- Are there any resources on Post processing effects like Bloom HDR rendering tone mapping etc..
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OpenGL engine - testing omnidirectional shadow maps with Sponza
Thanks! What feature would you add next? I've been thinking of implementing some of the shaders here
- 3D Game Shaders for Beginners
Granite
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[Beginner] Blending behaves strangely
I'm currently writing my first Vulkan rendering abstraction. I'm using Granite as a reference, and following along vulkan tutorial's steps. I deviated from their design by using the Vulkan Memory Allocator and the dynamic rendering extension. I implemented Vertex buffers, index buffers, UBOs, push constants and samplers. The only thing I still need to do is depth buffering.
- Handling materials in a render graph system?
What are some alternatives?
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