GodOfWarPS2_Decomp
RTXGI
GodOfWarPS2_Decomp | RTXGI | |
---|---|---|
1 | 1 | |
6 | 100 | |
- | -532.0% | |
5.2 | 6.6 | |
almost 2 years ago | about 2 months ago | |
C++ | CMake | |
GNU General Public License v3.0 only | GNU General Public License v3.0 or later |
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GodOfWarPS2_Decomp
RTXGI
-
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?
sketchpad - A simple rendering library to experiment with CG techniques in OpenGL.
RTXDI
ghidra-scripts - A collection of my Ghidra scripts to facilitate reverse engineering and vulnerability research.
Adria-DX11 - Graphics engine written in C++ using DirectX11
Daemon - The Dæmon game engine. With some bits of ioq3 and XreaL.
Lift - Vulkan Path Tracer with Optix Denoiser integration
sly1 - Decompilation of Sly Cooper and the Thievius Raccoonus for the PS2
RenderBender - A third party program to change Minecraft RTX's internal settings externally, directly in-memory, at runtime.
echo - A New Cross-Platform 2D 3D Game Engine
vulkan_ray_tracing_minimal_abstraction - A minimal implementation of Vulkan ray tracing.
Mikompilation - Reimplementation project for the Fatal Frame 2 : Crimson Butterfly (Project Zero 2/零~紅い蝶) game engine
Wolf Engine - The Wolf is a comprehensive set of C/C++ open source libraries for realtime rendering, realtime streaming and game developing