crosscore_dev
HybridRenderingEngine
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crosscore_dev | HybridRenderingEngine | |
---|---|---|
3 | 6 | |
13 | 1,064 | |
- | - | |
8.4 | 0.0 | |
about 1 month ago | almost 2 years ago | |
C++ | C++ | |
MIT License | MIT License |
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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
HybridRenderingEngine
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Why Are Modern PC Games Using So Much VRAM?
Aside from that, for more foundational information about how things like rendering and shaders work, there's a plethora of content out there such as NVIDIA's "Life of a Triangle" blog post or Fabien Giesen's "A trip through the Graphics Pipeline" blog post. There's really too much to link, so I'm just gonna link this treasure trove of resources covering dozens upon dozens of articles, presentations and blog posts from general computer graphics, GPU programming and architecture, software development, OpenGL-specific resources for getting into graphics programming, etc.
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Hi! This is my Vulkan renderer called Croissant. I decided to learn Vulkan and graphics techniques by creating a renderer. Although it is still a work in progress and lacks several features, I hope that sharing my project may be helpful to others who are also learning!
Hybrid Rendering Engine by Angelo1211
- Has anyone switched from web dev to graphics programming?
- Story: My (failed) attempt to jump to graphics at Big Ns, as a generalist C++ dev
- Is there a good, open source, realistic OpenGL renderer for us to use?
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Looking for some tips about Compute Shaders
Also, I found this to be a nice stack of links: https://github.com/Angelo1211/HybridRenderingEngine/wiki/References#22-Compute-Shaders
What are some alternatives?
ascii-graphics - 3D graphics in the terminal using ASCII characters
MxEngine - C++ open source 3D game engine
OpenSceneGraph - OpenSceneGraph git repository
filament - Filament is a real-time physically based rendering engine for Android, iOS, Windows, Linux, macOS, and WebGL2
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.
polymer - 🎨 graphics/interaction prototyping sandbox
ShaderConductor - ShaderConductor is a tool designed for cross-compiling HLSL to other shading languages
magnum-examples - Examples for the Magnum C++11 graphics engine
The-Forge - The Forge Cross-Platform Rendering Framework PC Windows, Steamdeck (native), Ray Tracing, macOS / iOS, Android, XBOX, PS4, PS5, Switch, Quest 2
SoftwareRenderer - Software rendering engine with PBR. Built from scratch on C++.