Adria-DX11
RTXGI
Adria-DX11 | RTXGI | |
---|---|---|
1 | 1 | |
123 | 100 | |
- | - | |
8.4 | 6.6 | |
3 months ago | about 1 month ago | |
C++ | CMake | |
MIT License | GNU General Public License v3.0 or later |
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Adria-DX11
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DirectX 11/12 Graphics Engine (WIP)
I've uploaded my graphics engine written in DirectX 11 on Github. Here is the link. I've tried to make implementations of all the features as straightforward as possible so they are all inside renderer in corresponding void Pass*() member function. This was inspired by approach seen in https://github.com/PanosK92/SpartanEngine. Hope it helps someone.
RTXGI
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Implementing GI in a custom game engine
NVidia's RTXGI is on github and only requires a raytracing capable GPU for the precomputation stages. You can load baked volumes and read/sample them on a GPU without raytracing, unsure of how far back that goes in hardware support - but it's not going to fly for mobile, sampling is really heavy in both ALU and TEX.
What are some alternatives?
Adria-DX12 - Rendergraph-based graphics engine written in C++ using DirectX12
RTXDI
Cluster - Clustered shading implementation with bgfx
Lift - Vulkan Path Tracer with Optix Denoiser integration
ewig - The eternal text editor — Didactic Ersatz Emacs to show immutable data-structures and the single-atom architecture
RenderBender - A third party program to change Minecraft RTX's internal settings externally, directly in-memory, at runtime.
SpartanEngine - A game engine with an emphasis on real-time cutting-edge solutions
vulkan_ray_tracing_minimal_abstraction - A minimal implementation of Vulkan ray tracing.
HybridRenderingEngine - Clustered Forward/Deferred renderer with Physically Based Shading, Image Based Lighting and a whole lot of OpenGL.
GodOfWarPS2_Decomp - A decompilation of god of war 1 ps2!!
limitless-engine - OpenGL C++ Graphics Engine
WickedEngine - 3D engine with modern graphics