engine-sim
tinyrenderer
engine-sim | tinyrenderer | |
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31 | 61 | |
8,479 | 19,389 | |
- | - | |
0.0 | 0.0 | |
9 months ago | 6 months ago | |
C++ | C++ | |
MIT License | GNU General Public License v3.0 or later |
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engine-sim
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How to Ride like a Cop [video]
Well, it's a good video but... Hacker News?
On the related topic, you know how in Ford Mustang the engine noise is simulated so the engine would sound like a pre-emission-standards V8 even if it runs on just four? How about a similar thing for a motorcycle? You put on your noise-canceling head phones, and the phones emit a "noise-canceled" rev of an engine you choose. You can enjoy the sound of a Harley on a moped. And! Since it's your headphones only, you wouldn't even bother the public.
I think there is a startup potential on it somewhere. And the technology is here too: https://github.com/ange-yaghi/engine-sim
- Ajutor cu ceva idei va rog
- does anyone know from where they got the sound effects of the cars? are those v12 and 10 engines?
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Simulating an engines torque curve based on factors
You may want to look at engine sim: https://github.com/ange-yaghi/engine-sim
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How are car engine sounds made in games?
And while this isn't exactly the answer you are after as it is an engine sim rather than a sound generator... and it is trying to do a lot more than "just" generate sound - https://github.com/ange-yaghi/engine-sim
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Racing against AI in my WIP DSC Flea go kart. After many stability and handling improvements, AI handles it very well
you could maybe use AngeTheGreat Engine Simulator for engine noise.
- There seems to be a music interval relationship between v6, v8, v10, and v12 engines? But what those intervals and why do they exist?
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Honda RC116 but its OOF
No it’s a software which creates sound of any engine out there using actual physics based simulations: https://github.com/ange-yaghi/engine-sim I can highly recommend watching the YouTube videos of the creator of the software in which he explains and showcases the software - very interesting. Also: The Video i posted here is from someone who exchanged some base-sim-sounds of the software to the „oof“
- What GUI library does AngeTheGreat use for his simulations?
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I combined my hobby and my major to make a program that reads live engine values (RPM, AFR, MAP pressure, etc)
Connect your program to this Engine Simulator project https://github.com/ange-yaghi/engine-sim
tinyrenderer
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How to Become a Software Engineer ?
C++: How OpenGL works: software rendering in 500 lines of code
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From scratch OpenGL and shaders with raw Xlib
I don’t think that exists (I sure would like for it to), but until it does you could amuse yourself with:
- A 500-line (non-OpenGL-compatible) 3D rasterizer: https://github.com/ssloy/tinyrenderer/wiki.
- A “hello Wayland” app written in C without libwayland or anything else: https://gaultier.github.io/blog/wayland_from_scratch.html.
- A “hello X11” app written in x86-64 assembly(!) without libX11, libxcb, or anything else: https://gaultier.github.io/blog/x11_x64.html.
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Tiny Compiler – Writing a Compiler in a Weekend
the tinyrenderer[1] project has been on my todos forever now. glad to see the author is writing more self-paced programming projects.
[1]: https://github.com/ssloy/tinyrenderer
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Is there space in this field for extreme cases like mine ?
- Game development - Unity3D project based learning in C#: https://learn.unity.com/ - Graphics - There was another user on r/GraphicsProgramming the other day (who teaches Computer Graphics at his university) that linked their lecture series for the entry year of their course here: https://tamats.com/learn/realtime-graphics/ - Project based learning: https://github.com/ssloy/tinyrenderer/wiki - Rendering API tutorials: https://vulkan-tutorial.com/, https://learnopengl.com/
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How do I become a graphics programmer? – A guide from AMD Game Engineering team
There are a couple of excellent resources out there for implementing 3D rendering from scratch.
On that I cannot recommend enough is this github repo:
https://github.com/ssloy/tinyrenderer/wiki/Lesson-0:-getting...
If you are more of a visual learner, this guy is also a treasure trove:
https://www.youtube.com/watch?v=ih20l3pJoeU
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Ask HN: What books or courses do you know similar to "From Nand to Tetris"?
Other people have mentioned ray-tracing in one weekend
If anyone is really interested in graphics I would also recommend TinyRenderer
https://github.com/ssloy/tinyrenderer/wiki
This one is a CPU-based rasterizing renderer
Its good if you want to get a good understanding of what a GPU does underneath
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Trying to learn wgpu
I was in a similar position to you, and I first did this https://github.com/ssloy/tinyrenderer/wiki
- Where do I start learning graphics programming?
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Recommendation for graphics experimentation project
Yes, my thoughts exactly, shader!=program on GPU. It's just a code which calculates pixel color or pixel position. See for example this: https://github.com/ssloy/tinyrenderer/blob/master/main.cpp. It's not GLSL or anything uploadable to GPU yet it's still a shader.
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I have a few months to prepare for an interview. Is there a project that would get me at least part of the way there for the interview?
In terms of a project which would be worthwhile, I think building a software rasterizer from scratch is a useful first step. TinyRenderer is a great place to start. Looking at the high level overview of many graphics subjects, ScratchAPixel is a valuable resource. Theres also just great information in some of the rote graphics programming textbooks (Michael Abrash's Black Book fully available online from Jason Gregory, and this book is really interesting). The "RayTracer in a weekend" series is also (seemingly) very illuminating (no pun intended).
What are some alternatives?
bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.
sokol - minimal cross-platform standalone C headers
Physics3D - A 3D physics engine
raylib - A simple and easy-to-use library to enjoy videogames programming
sofa - Real-time multi-physics simulation with an emphasis on medical simulation.
BodySlide-and-Outfit-Studio - BodySlide and Outfit Studio, a tool to convert, create, and customize outfits and bodies for Bethesda games.
delta-studio - A game engine currently under development.
deko3d - Homebrew low level graphics API for Nintendo Switch (Nvidia Tegra X1)
Ascent - A fast and flexible C++ simulation engine and differential equation solver.
Pangolin - Pangolin is a lightweight portable rapid development library for managing OpenGL display / interaction and abstracting video input.
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.
Crafting Interpreters - Repository for the book "Crafting Interpreters"