Top 23 C++ Vulkan Projects
Filament is a real-time physically based rendering engine for Android, iOS, Windows, Linux, macOS, and WebGL2Project mention: Looking for Kotlin graphics programming projects that individuals or communities are actively working on. | reddit.com/r/Kotlin | 2021-10-08
Google Filament is a C++ engine with Kotlin bindings for Android. Very high quality code on both sides https://github.com/google/filament
🎮 A step-by-step guide to implementing SSAO, depth of field, lighting, normal mapping, and more for your 3D game.Project mention: OpenGL engine - testing omnidirectional shadow maps with Sponza | reddit.com/r/opengl | 2021-09-11
Thanks! What feature would you add next? I've been thinking of implementing some of the shaders here
Scout APM: A developer's best friend. Try free for 14-days. Scout APM uses tracing logic that ties bottlenecks to source code so you know the exact line of code causing performance issues and can get back to building a great product faster.
Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.
Vulkan-based implementation of D3D9, D3D10 and D3D11 for Linux / WineProject mention: [P] YoHa: A practical hand tracking engine. | reddit.com/r/MachineLearning | 2021-10-16
Let's see if I can follow the breadcrumbs, in the meantime here's proof that the maintainer at least uses the game to test: https://github.com/doitsujin/dxvk/issues/319. Worth noting their picture is an Automata character, but I'm sure something more substantial has been said.
MNN is a blazing fast, lightweight deep learning framework, battle-tested by business-critical use cases in AlibabaProject mention: Newbie having error code of cannot build selected target abi x86 no suitable splits configured | reddit.com/r/AndroidStudio | 2021-04-12
I found a solution on GitHub check your app's build.gradle, defaultConfig section - you need to add x86 to your ndk abiFilters ndk.abiFilters 'armeabi-v7a','arm64-v8a', 'x86' GitHub Hope it will help. You have to find that file and edit it as given here
RenderDoc is a stand-alone graphics debugging tool.Project mention: Renderdoc's GPU Selection on a laptop | reddit.com/r/vulkan | 2021-04-19
Renderdoc works by inserting itself as a Vulkan layer, which means it can change the output of functions if it so chooses. As you can see in the RenderDoc version of vkEnumeratePhysicalDevices it changes how devices are returned, and this likely is the reason the order changes.
OpenGL Mathematics (GLM)Project mention: Should I write a library in C or C++? | reddit.com/r/C_Programming | 2021-07-04
(C++11) - https://github.com/g-truc/glm
Run Linux Software Faster and Safer than Linux with Unikernels.
Xbox 360 Emulator Research ProjectProject mention: Is RocketLauncher dead? | reddit.com/r/HyperSpin | 2021-10-06
MURL := ["http://xenia.jp/"]
Video, Image and GIF upscale/enlarge(Super-Resolution) and Video frame interpolation. Achieved with Waifu2x, Real-ESRGAN, SRMD, RealSR, Anime4K, RIFE, CAIN, DAIN, and ACNet.Project mention: High-Res Wallpapers from Kurzgesagt video, AI upscaled [10240 X 5760] | reddit.com/r/kurzgesagt | 2021-10-13
Lightweight and modular C++11 graphics middleware for games and data visualization
Open-source, cross-platform, C++ game engine for creating 2D/3D games. (by gameplay3d)
3D engine focusing on modern rendering techniques and performance.Project mention: Engines used in the most popular Steam games of 2020 | reddit.com/r/gamedev | 2021-07-27
If you want to make your own engine but you need modern advance graphic features out of box. I think Wicked Engine is a good choice. https://github.com/turanszkij/WickedEngine
Fast PlayStation 1 emulator for x86-64/AArch32/AArch64Project mention: ¿A qué estás jugando ésta semana? - 15/10 | reddit.com/r/Argaming | 2021-10-18
The Forge Cross-Platform Rendering Framework PC Windows, Linux, Ray Tracing, macOS / iOS, Android, XBOX, PS4, PS5, Switch, Quest 2Project mention: How hard is making a game engine? | reddit.com/r/gameenginedevs | 2021-09-02
You can of course skip this part of the problem if you want by using a multimedia library abstraction that can deal with it, like Kha/Kore/Kinc or The Forge (warning: crazy amount of high res images).
A generic post-processing injector for games and video software.Project mention: Reshade makes all the difference in an op | reddit.com/r/arma | 2021-10-18
and the Reshade website is here
Tutorial for the Vulkan graphics and compute APIProject mention: Vulkan - some introductory words | dev.to | 2021-10-07
step by step source files and shaders of that tutorial
One stop solution for all Vulkan samplesProject mention: New Vulkan Sample | reddit.com/r/vulkan | 2021-10-18
A Playstation 4 emulator just beginProject mention: Best spot to get a ps4 rom? (Specifically a skylanders imaginators one) | reddit.com/r/Roms | 2021-07-09
There are, just none of them are worth using. GPCS4 can run one game, "We Are Doomed" at a very low FPS.
A collection of tools, libraries, and tests for Vulkan shader compilation.Project mention: This Week in Veloren #136: Economics, Naga | reddit.com/r/Veloren | 2021-09-15
shaderc (https://github.com/google/shaderc) is one such shader compiler. It does the job well enough and lets us compile our GLSL shader code into the SPIR-V assembly that the graphics drivers need. However, it's written mostly in C++ and has a rather complicated build system. This means that people wanting to compile Veloren need to install a variety of extra things to get shaderc working with Veloren.
Low Level Graphics Library (LLGL) is a thin abstraction layer for the modern graphics APIs OpenGL, Direct3D, Vulkan, and MetalProject mention: Writing game engines in c++, recommendations | reddit.com/r/learnprogramming | 2021-01-21
Game engine with an emphasis on architectual quality and performanceProject mention: DirectX 11/12 Graphics Engine (WIP) | reddit.com/r/GraphicsProgramming | 2021-05-13
I've uploaded my graphics engine written in DirectX 11 on Github. Here is the link. I've tried to make implementations of all the features as straightforward as possible so they are all inside renderer in corresponding void Pass*() member function. This was inspired by approach seen in https://github.com/PanosK92/SpartanEngine. Hope it helps someone.
My personal Vulkan renderer (by Themaister)Project mention: Handling materials in a render graph system? | reddit.com/r/vulkan | 2021-09-15
You can use vulkan in nodejs for that https://github.com/maierfelix/nvk
What are some of the best open-source Vulkan projects in C++? This list will help you:
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