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Yave
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Abstraction arround CommandBuffers and Queues
Yes
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Rendering Mip Levels of Image
Alternatively, you can create a view per mip and use a compute shader to compute the whole cube at once. This is what I have been doing
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Need help with a post processing shader
IIRC OpenGL clip space depth is in [-1, 1], so it needs to be remapped too. This code is derived from my own Vulkan codebase, and I haven't used OpenGL in a long time, so this may be wrong.
Lupine
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Lupine | I'm Developing a 3D Game Engine!
GITHUB : https://github.com/fkkarakurt/Lupine
What are some alternatives?
liblava - Modern and easy-to-use library for Vulkan
CX3D - CX3D is an easy to use Game Framework for the development of 3D Games in C++.
CLUSEK-RT - Vulkan based C++ ray-tracing game engine.
Commander_Wars - The aim of this project is to create an Advance Wars Clone with a lot of additions customizations and modding support. For Contact Inforamtion see the wiki page. Take a view on the game.
paradigm - C++20 Vulkan and GLes rendering engine
rengfx - lightweight, expressive, extensible multimedia engine
scop_vulkan - A 3D model viewer written C++20 and Vulkan
Unreal-Engine-Guide - Unreal Engine 5 Guide. Learn to develop games for Windows, Linux, macOS, iOS, Android, Xbox Series X|S, PlayStation 5, Nintendo Switch.
tinyraytracer - A brief computer graphics / rendering course
Fractal_Engine - WIP 3D game engine with editor and other stuff
tiny_csg - tiny_csg is a C++ library that generates meshes from brush-based level data and supports incremental updates (real-time CSG). It is intended to be used as a backend in 3d level editors and/or generators.
Wolf Engine - The Wolf is a comprehensive set of C/C++ open source libraries for realtime rendering, realtime streaming and game developing