ShaderConductor
crosscore_dev
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ShaderConductor | crosscore_dev | |
---|---|---|
2 | 3 | |
1,711 | 13 | |
1.5% | - | |
0.0 | 8.4 | |
over 1 year ago | 30 days ago | |
C++ | C++ | |
MIT License | MIT License |
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Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
ShaderConductor
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Start project on Metal, port to DX11?
Have you seen this project: https://github.com/microsoft/ShaderConductor? It is maintained by Microsoft as well.
- I'm sick of shader caches. The way Steam Deck handles them needs to improve:
crosscore_dev
- Building a Web Game in C with Raylib
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How to export Maya files to WebGL.
Alternatively you can write a script or plugin to save what you need from inside Maya scene. It's a bit of code, as an example of this approach here is a set of Houdini export scripts that I'm using for my own projects: https://github.com/schaban/crosscore_dev/tree/main/exp What you're getting from this approach is that data is represented in convenient way, and in many cases you don't need any preprocessing or special run-time representation to use the data (for example XCOL format for collision geometry in the scripts above already has BVH structure already baked-in to speed-up collision queries, you don't need to generate it upon loading, dynamic allocations are minimized etc.).
- Simple WebGL-compatible OGL renderer
What are some alternatives?
DirectXShaderCompiler - This repo hosts the source for the DirectX Shader Compiler which is based on LLVM/Clang.
ascii-graphics - 3D graphics in the terminal using ASCII characters
shaderc-rs - Rust bindings for the shaderc library.
OpenSceneGraph - OpenSceneGraph git repository
NFSC_CustomVT - A decompiled and enhanced Visual Treatment and screen effects shader for NFS Carbon.
3d-game-shaders-for-beginners - 🎮 A step-by-step guide to implementing SSAO, depth of field, lighting, normal mapping, and more for your 3D game.
black_hole_shader - This project provides a WebGL2 shader to render a non-rotating black hole with an accretion disc and background stars.
HybridRenderingEngine - Clustered Forward/Deferred renderer with Physically Based Shading, Image Based Lighting and a whole lot of OpenGL.
spirv_cross - Safe Rust wrapper around SPIRV-Cross
magnum-examples - Examples for the Magnum C++11 graphics engine