Voxels
core
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Voxels
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Is it worth making a GPU implementation for surface nets / dual contouring?
Also, i saw a pretty cool git repo here and the author says(https://github.com/Tuntenfisch/Voxels):
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These cuties are back! But like, angry now. They have a craving for building and terrain destruction!
But that was mostly to test out the idea and get a feel for it, I think I might go for a full voxel solution from the asset store! Or try this out; https://github.com/Tuntenfisch/Voxels
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Destructible Voxel Terrain [MIT license | GitHub-link in comments]
Here's the link to the GitHub repository: https://github.com/Tuntenfisch/Voxels
core
What are some alternatives?
NvAPIWrapper - NvAPIWrapper is a .Net wrapper for NVIDIA public API, capable of managing all aspects of a display setup using NVIDIA GPUs
Marching-Cubes-Terrain - Marching Cubes terrain implementation in Unity using the Job System and the Burst compiler
ComputeSharp - A .NET library to run C# code in parallel on the GPU through DX12, D2D1, and dynamically generated HLSL compute and pixel shaders, with the goal of making GPU computing easy to use for all .NET developers! 🚀
UnityTimeRewinder - Unity time rewind solution, that is easily customizable for any project.
makegeo - Make Geometry - Procedural Unity3D Geometry
Marching-Cubes - Marching cubes in Unity
ILGPU - ILGPU JIT Compiler for high-performance .Net GPU programs
TrueTrace-Unity-Pathtracer - A passion projects that has been going on for awhile, finally at a place where I feel comfortable tentatively uploading it to Github for others
surface_nets - Pet project to learn compute shaders.