ShaderPiPFX
Ghurund
ShaderPiPFX | Ghurund | |
---|---|---|
1 | 1 | |
9 | 85 | |
- | - | |
0.0 | 0.0 | |
almost 3 years ago | 14 days ago | |
C++ | C++ | |
MIT License | MIT License |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
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.
ShaderPiPFX
-
[Tool] ShaderPiPFX - HLSL live player
-v0.4.5 Alpha version- Open Source at https://github.com/DarknessFX/ShaderPiPFX Download at https://github.com/DarknessFX/ShaderPiPFX/releases/download/v0.4.5/ShaderPiPFX.zip
Ghurund
-
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.
What are some alternatives?
FFNx - Next generation modding platform for Final Fantasy VII and Final Fantasy VIII ( with native Steam 2013 release support! )
storm-engine - Game engine behind Sea Dogs, Pirates of the Caribbean and Age of Pirates games.
4klang - Official 4klang repository
gtec-demo-framework
windows-terminal-shaders - A small collection of terminal shaders
microui - A tiny immediate-mode UI library
reshade - A generic post-processing injector for games and video software.
The-Forge - The Forge Cross-Platform Rendering Framework PC Windows, Steamdeck (native), Ray Tracing, macOS / iOS, Android, XBOX, PS4, PS5, Switch, Quest 2
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.
PBR-renderer - physically based renderer written in DX12 with image-based lighting, classic deffered and tiled lighting approaches
captain-blood