krabsetw
TinyEngine
krabsetw | TinyEngine | |
---|---|---|
2 | 9 | |
567 | 955 | |
1.1% | - | |
3.6 | 0.0 | |
about 1 month ago | 2 months ago | |
C++ | C++ | |
GNU General Public License v3.0 or later | - |
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.
krabsetw
-
The Worst API Ever Made
OMG, Just use https://github.com/microsoft/krabsetw and be done with it...
- krabsetw: KrabsETW provides a modern C++ wrapper and a .NET wrapper around the low-level ETW trace consumption functions.
TinyEngine
-
Meandering River Erosion Simulation
The full code is available here. Written in C++ with TinyEngine.
-
Simulating Wind on Procedural Terrain using GPU Accelerated Lattice Boltzmann Method [Article + Source]
You can find an article explaining how this works on my blog here and a terrain-based implementation here. For more detailed source code on the LBM method, check out the examples here.
-
Simulated Wind over Terrain
This is a simulation of wind flow over procedural terrain using my own GPU accelerated implementation of the lattice boltzmann method. All implemented and visualized in TinyEngine (by me). Terrain generated using SimpleHydrology (also by me). The source for this is not released (yet!). This scene is 100% procedural.
-
Real-Time Voronoi Cubemap Shader [Reference Code]
[Source Code]
-
How to render a spherical Voronoi diagram to a cube map?
I went ahead and made you a reference implementation. You can find it here. It's pretty short, and by the shaders you should understand how it works. Instance render 3D quads using centroids as attribdivisors, then reposition the quad vertices correctly, manually write to the cubemap depth buffer and whatever you want to the colorbuffer.
-
Here's this cool "Tiny" opengl wrapper / game engine I found
Here the link to the github repo: https://github.com/weigert/TinyEngine I thought it seemed neat and think I may use it for some future projects.
-
I created a tiny library that lets you embed filesystems into your C++11 executable for shipping resources like shaders with zero modifications to your code! Info in comments.
I have already integrated this into my personal engine TinyEngine (simply by making all file loading interfaces use stdio.h FILE* style interfaces). Any program built with this system can use either a real, relative file system or be built to have a virtual snapshot embedded into the executable!
-
Procedural Plate Tectonics using Clustered Convection [Article + Source]
The visualization of the dynamic data was made using my own TinyEngine.
-
Lowering Driver-Overhead to Increase Frame-Rates with Vertex Pooling [Article + Source]
So I wrote an article on it here. You can find the code here.
What are some alternatives?
imgui-go - Go wrapper library for "Dear ImGui" (https://github.com/ocornut/imgui)
xray-16 - Improved version of the X-Ray Engine, the game engine used in the world-famous S.T.A.L.K.E.R. game series by GSC Game World. Join OpenXRay! ;)
orbit - C/C++ Performance Profiler
fhDOOM - Modernized DOOM3/idTech4 engine: ported to modern OpenGL (core profile), enhanced visual effects, improved performance, improved editor, more to come
MathAnimation - A simple C++/OpenGL application to create quick and dirty mathematically accurate animations
territory - 3D rendered proc-gen world test. C++ homebrew voxel engine for agent-driven prodedural generation / world simulation
Noise-Extras - Noise & procedural generation code pieces that I didn't feel needed whole repos all to themselves.
Drawpile - A collaborative drawing program
SimpleHydrology - Procedural Hydrology / River / Lake Simulation
FastNoise - Fast Portable Noise Library - C# C++ C Java HLSL GLSL JavaScript Rust Go
captain-blood
SimpleTectonics - Procedural Plate Tectonics using Clustered Convection