renderer
3d-game-shaders-for-beginners
renderer | 3d-game-shaders-for-beginners | |
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3 | 12 | |
2,342 | 17,063 | |
- | - | |
10.0 | 0.0 | |
about 3 years ago | 10 months ago | |
C | C++ | |
MIT License | BSD 3-clause "New" or "Revised" License |
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renderer
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Does using a software rendering for easier console porting makes any sense?
This question was inspired by examining the code of pure software renderer at https://github.com/zauonlok/renderer It looks like its capabilities are really impressive and there's next to no dependencies involved other than a plain C compiler. I imagine if you can get a screen handle to swap a screen buffer then you can basically run these samples on anything. So I wonder: can a software rendered like this be used for implementing graphic part of the game so that porting it to any exotic platform would be a breeze (or at leas much easier than dealing with all the differences between all of the different GPI APIs)...?
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3D game shaders for beginners: step-by-step guide to SSAO, lighting, and more
been on my 3D todo list for a while. you might also like these:
https://github.com/ssloy/tinyrenderer
https://github.com/zauonlok/renderer
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Any open source software renderers that use *scanline-based* triangle rendering algorithm with pure integer arithmetic, top-left rule, and texture mapping?
Not sure if this one meets all the criteria or not: https://github.com/zauonlok/renderer
3d-game-shaders-for-beginners
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The Book of Shaders
This is a great series if you’re looking for a tutorial. https://lettier.github.io/3d-game-shaders-for-beginners/inde...
- Random Code Inspiration Volume 2
- 3D game shaders for beginners: step-by-step guide to SSAO, lighting, and more
- Beginner friendly tutorial
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Ask HN: What is your new year's resolution?
Sort of.
1. I want to start with working through applying shaders to a 3d scene using the Panda3d library (https://github.com/panda3d/panda3d) . This repo covers that: https://github.com/lettier/3d-game-shaders-for-beginners.
2. Create a simple, custom, graphics-only (no collisions / physics) game engine using Entt (https://github.com/skypjack/entt) and Panda3d. The engine would rely mostly on simple inputs, like mouse clicks, and 3d graphics.
3. Configure clangd to warn on features outside C++11 then refactor both projects (1 & 2)
4. Run experiments on the game engine while working through the Vulkan book: https://raw.githubusercontent.com/Overv/VulkanTutorial/maste...
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Where to find shader resources?
Book of Shaders 3D Game Shaders for Beginners Martin Donald Freya Holmer
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Game Engine From Scratch
Some tutorials I have looked at (well nor originally, as I learned the basics when we were still at DX9 :D): - https://lettier.github.io/3d-game-shaders-for-beginners/index.html
- Are there any resources on Post processing effects like Bloom HDR rendering tone mapping etc..
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OpenGL engine - testing omnidirectional shadow maps with Sponza
Thanks! What feature would you add next? I've been thinking of implementing some of the shaders here
- 3D Game Shaders for Beginners
What are some alternatives?
PL3D-KC - A very fast and simple software renderer using only integers and fixed point math. PiSHi LE (PL) is a subset of the 3D software graphics library used in King's Crook.
godot-psx-style-demo - Demo project featuring a collection of PS1 style shaders and materials for Godot engine.
rye - A tiny http middleware for Golang with added handlers for common needs.
tinyrenderer - A brief computer graphics / rendering course
goAPIBaseProject - simple api project written in go
julia-set-with-shaders - Julia set render with GLSL shaders and P5.js library
chain - Composable chains of nested http.Handler instances.
SHADERed - Lightweight, cross-platform & full-featured shader IDE
small3dlib
Granite - My personal Vulkan renderer
rest - rest/http helpers
LearnOpenGL - Code repository of all OpenGL chapters from the book and its accompanying website https://learnopengl.com