I'm having a hard time staying committed to learning C++ and OpenGL for game development.

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  • Cinder

    Cinder is a community-developed, free and open source library for professional-quality creative coding in C++.

  • Mid Level [Three.js (WebGL)(https://libcinder.org/) Mesh, Geometry, Material, Lighting] [Graphics Library]

  • DirectXTK

    The DirectX Tool Kit (aka DirectXTK) is a collection of helper classes for writing DirectX 11.x code in C++

  • Because you get stuff like DirectXTK and PIX from the company that does the API, while on Khronos stuff you need to go hunting for comunity or GPU vendor specific tooling.

  • InfluxDB

    Power Real-Time Data Analytics at Scale. Get real-time insights from all types of time series data with InfluxDB. Ingest, query, and analyze billions of data points in real-time with unbounded cardinality.

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  • DirectXShaderCompiler

    This repo hosts the source for the DirectX Shader Compiler which is based on LLVM/Clang.

  • HLSL is also more C++ like, it recently got support for templates.

  • FBODemos

    Different demos using framebuffer objects

  • This is an excellent resource https://learnopengl.com/ I would take some of the advanced techniques (PRB IBL etc) and try to implement them yourself. Most modern OpenGL techniques need Framebuffer Objects and shader management to produce the advanced effects. Try writing a framework for the control and selection of these States as C++ classes as this is the hard part (A render graph in effect). For example this is my class for FBO control and management. https://github.com/NCCA/FBODemos/blob/master/DOF/include/FrameBufferObject.h https://github.com/NCCA/FBODemos/blob/master/DOF/src/FrameBufferObject.cpp

  • LearnOpenGL

    Code repository of all OpenGL chapters from the book and its accompanying website https://learnopengl.com

  • This is an excellent resource https://learnopengl.com/ I would take some of the advanced techniques (PRB IBL etc) and try to implement them yourself. Most modern OpenGL techniques need Framebuffer Objects and shader management to produce the advanced effects. Try writing a framework for the control and selection of these States as C++ classes as this is the hard part (A render graph in effect). For example this is my class for FBO control and management. https://github.com/NCCA/FBODemos/blob/master/DOF/include/FrameBufferObject.h https://github.com/NCCA/FBODemos/blob/master/DOF/src/FrameBufferObject.cpp

  • windows-rs

    Rust for Windows

  • In any case, maybe you want to have a look at this, https://github.com/microsoft/windows-rs/tree/master/crates/samples/direct3d12

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