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High performance Vulkan renderer written in C++ and supporting tools
Realtime MLS-MPM particle system, running in the browser using the three.js WebGPURenderer.
Frequently asked questions about Entity Component Systems
A shader-based software renderer written from scratch in C89
Lightweight, cross-platform & full-featured shader IDE
RenderDoc is a stand-alone graphics debugging tool.
🎮 A step-by-step guide to implementing SSAO, depth of field, lighting, normal mapping, and more for your 3D game.
A permissively licensed C and C++ Task Scheduler for creating parallel programs. Requires C++11 support.
A multi-platform library for OpenGL, OpenGL ES, Vulkan, window and input
A modern, C++-native, test framework for unit-tests, TDD and BDD - using C++14, C++17 and later (C++11 support is in v2.x branch, and C++03 on the Catch1.x branch)
Use CMake to create a project with GLFW - Multi-platform Windows, Linux and MacOS.
Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
Deferred Vulkan rendering playground using Crytek's Sponza scene
CVars is a cross-platform OpenGL Quake like console for changing program variables at runtime.
EASTL stands for Electronic Arts Standard Template Library. It is an extensive and robust implementation that has an emphasis on high performance.