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LearnOpenGL
Code repository of all OpenGL chapters from the book and its accompanying website https://learnopengl.com
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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.
I'm reminded of the render algorithm in Comanche, the 1992 video game [0]. I find it remarkably ingenious, and it certainly felt incredible at the time.
[0] https://github.com/s-macke/VoxelSpace
This tutorial is well regarded for learning the ins and outs of modern OpenGL including how the GPU pipeline works, which I think translates pretty well to Vulcan or Metal (at least the concepts anyway) https://learnopengl.com/
> None of these techniques is relevant anymore given that all the hardware has Z buffers
Not true if you consider transparent objects. Rendering with order-independent transparency is still a hot topic without a clearly winning solution on GPU.
Web browsers have lots of semi-transparent rectangles, which can be transformed under "preserve3d" context. This is a classic case of effective BSP that is actual. (background: implementing BSP in WebRender a few years ago).
https://github.com/servo/plane-split
> None of these techniques is relevant anymore given that all the hardware has Z buffers
I remember the js13k game jam winner this year used BSPs. Linked below.
https://github.com/SalvatorePreviti/js13k-2022