Ghurund
PBR-renderer
Ghurund | PBR-renderer | |
---|---|---|
1 | 1 | |
85 | 36 | |
- | - | |
0.0 | 0.0 | |
9 days ago | almost 3 years ago | |
C++ | C++ | |
MIT License | - |
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Ghurund
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resources for making a gui library
I'm currently working on a GUI library for my engine (I enjoy the process itself!). If you wish to take a look, the sources are open: https://github.com/ZieIony/Ghurund/tree/master/engine/Engine.UI/src/ui . It's a retained-mode GUI inspired by android.view and WPF. I can also answer your questions about it (and retained-mode GUIs in general) if you have any.
PBR-renderer
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Anyone wanna team up and write a graphics engine in Vulkan together?
I have a sandbox project where I has been playing with raw D3D12 api, you can see it on my GitHub https://github.com/laena-gif/PBR-renderer. I definitely want to participate 🙏🙏
What are some alternatives?
storm-engine - Game engine behind Sea Dogs, Pirates of the Caribbean and Age of Pirates games.
F3D - Fast and minimalist 3D viewer.
gtec-demo-framework
Vision - A modern cross-platform Vulkan based path tracing and 3d modeling application
ShaderPiPFX - HLSL live player. Compile and play your HLSL shader automatically.
Godot - Godot Engine – Multi-platform 2D and 3D game engine
microui - A tiny immediate-mode UI library
yocto-gl - Yocto/GL: Tiny C++ Libraries for Data-Driven Physically-based Graphics
The-Forge - The Forge Cross-Platform Rendering Framework PC Windows, Steamdeck (native), Ray Tracing, macOS / iOS, Android, XBOX, PS4, PS5, Switch, Quest 2
Cluster - Clustered shading implementation with bgfx
captain-blood
HybridRenderingEngine - Clustered Forward/Deferred renderer with Physically Based Shading, Image Based Lighting and a whole lot of OpenGL.