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PSRayTracing Alternatives
Similar projects and alternatives to PSRayTracing
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CppCoreGuidelines
The C++ Core Guidelines are a set of tried-and-true guidelines, rules, and best practices about coding in C++
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EA Standard Template Library
EASTL stands for Electronic Arts Standard Template Library. It is an extensive and robust implementation that has an emphasis on high performance.
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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.
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UnityRayTracingPlugin
Discontinued Native plugin for Unity3d that replaces the renderer with a hardware accelerated ray tracer.
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WorkOS
The modern identity platform for B2B SaaS. The APIs are flexible and easy-to-use, supporting authentication, user identity, and complex enterprise features like SSO and SCIM provisioning.
PSRayTracing reviews and mentions
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Deploy multi-platform applications with C++ (desktop, mobile and web). An example with Dear ImGui
I wouldn't say that CMake isn't that painful for the deployment stage. I have successfully deployed an open source project on Windows, Mac, Linux, Android, and iOS.
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Introducing TeaScript C++ Library
It's a very old project and a VERY basic engine. TBH, engines like godot do a much better job, have their own scripting language (to hide away C++), but still let you write some native code if need be. For TeaScript, I'd be more interested in using it to have a more dynamic pipeline for this project, but performance there is absolutely critical since it can mean the difference between 2 minutes an 2 hours.
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What are the hallmarks of well written and high quality C++ code?
Does it work as a drop-in replacement? I've got this project here where I'm looking to squeeze more perf from: https://github.com/define-private-public/PSRayTracing
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I made a drop in replacement of `std::shared_ptr` to experiment with performance. It wasn't any faster. Why?
While working on a ray tracing implementation, I was interested in replacing out the usage of std::shared_ptr with something else. I've always been told that shared pointers are slow, and this is due to things such as reference counting. The original implementation of this ray tracer used shared pointers quite extensively in the rendering (hot path) code. I didn't want to deviate from the architecture for my implementaiton . Mostly, the pointers are passed around as const-ref objects.
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Question about branch prediction for clauses that are either `true` for 100% of the time, or `false` for 100% of the time.
Last year I was working on an implementation of the Ray Tracing in one Weekend book series. I noticed there was a fair amount of sub-optimal code in it, so I took the opportunity to rewrite parts of it to be better optimized. One of the other things I added to the CMake configuration were some compile time flags that could be toggled ON/OFF, as to use either the books code, or my code. e.g. WITH_BOOK_AABB_HIT=True, it would use the books' method AABB-Ray intersection. False, it would use my (faster) one. This allowed anyone else to download the code, toggle the change and easily see the effect it had on performance.
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Stories of what happened when you forgot to initialize a variable
Here's my implementation: https://github.com/define-private-public/PSRayTracing It's different, mainly in structure (cleaner) and that it's much more performant. It also allows you to either use the code I wrote (typically faster) or the book's methods with the flip of a compiler flag.
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A note from our sponsor - WorkOS
workos.com | 22 Apr 2024
Stats
define-private-public/PSRayTracing is an open source project licensed under Apache License 2.0 which is an OSI approved license.
The primary programming language of PSRayTracing is C.
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