RTXGI
GodOfWarPS2_Decomp
RTXGI | GodOfWarPS2_Decomp | |
---|---|---|
1 | 1 | |
104 | 6 | |
-507.7% | - | |
6.6 | 5.2 | |
2 months ago | almost 2 years ago | |
CMake | C++ | |
GNU General Public License v3.0 or later | GNU General Public License v3.0 only |
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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.
GodOfWarPS2_Decomp
What are some alternatives?
RTXDI
sketchpad - A simple rendering library to experiment with CG techniques in OpenGL.
Adria-DX11 - Graphics engine written in C++ using DirectX11
ghidra-scripts - A collection of my Ghidra scripts to facilitate reverse engineering and vulnerability research.
Lift - Vulkan Path Tracer with Optix Denoiser integration
Daemon - The Dæmon game engine. With some bits of ioq3 and XreaL.
RenderBender - A third party program to change Minecraft RTX's internal settings externally, directly in-memory, at runtime.
sly1 - Decompilation of Sly Cooper and the Thievius Raccoonus for the PS2
vulkan_ray_tracing_minimal_abstraction - A minimal implementation of Vulkan ray tracing.
echo - A New Cross-Platform 2D 3D Game Engine
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