NkD / m-theoryLinks
procedural planets
☆33Updated 6 years ago
Alternatives and similar repositories for m-theory
Users that are interested in m-theory are comparing it to the libraries listed below
Sorting:
- A realtime terrain erosion & fluid simulation running on the CPU.☆78Updated 4 years ago
- ☆45Updated 5 years ago
- Regrowth Studios Vorb Engine☆65Updated 4 years ago
- A repo for my research on planet rendering in c++ | opengl **Now runs on Linux**☆100Updated 4 years ago
- Realistic Grass Rendering using DirectX 11 and a geometry-shader based approach.☆62Updated 3 years ago
- 3D graphics engine using OpenGL☆68Updated 7 years ago
- ☆31Updated 7 years ago
- Sample for the Voxels library☆37Updated 11 years ago
- Simple Terrain Engine in 200 Lines of Code☆32Updated 9 years ago
- Procedural planet generator☆122Updated 14 years ago
- ☆17Updated 8 years ago
- Experiment of global illumination in screen space☆88Updated 7 years ago
- Code-driven, simple and bloat-free GUI system.☆52Updated 5 years ago
- A Volume renderer that utilizes ray casting and ray marching through a 3D voxel grid to generate puffy clouds☆51Updated 2 months ago
- SSE Frustum Culling Demo☆71Updated 3 years ago
- Procedural terrain generator using exponentially distributed noise.☆38Updated 11 years ago
- voxel Terrain using marching cubes and transvoxel☆111Updated 8 years ago
- An OpenGL implementation of Eric Bruneton's Precomputed Atmospheric Scattering paper.☆84Updated 5 years ago
- A comparison of typical real-time and offline illumination methods. (SSAO, HBO, VXGI, and Ray Traced Global Illumination)☆34Updated 7 years ago
- C++ delaunay library☆34Updated 11 years ago
- An exemple on how to use RenderDoc inside your engine.☆51Updated 10 years ago
- Game Engine☆129Updated 6 years ago
- Data-oriented voxel game engine☆39Updated 9 years ago
- Voxel stuff entirely on the GPU using lots of GPU stuff and very little CPU stuff. Requires GLFW, GLEW, OpenGL, and a computer with a fai…☆22Updated 8 years ago
- A real-time global illumination implementation using voxel cone tracing. Implemented in C++, GLSL, and OpenGL 4.1☆38Updated 5 years ago
- Vulkan-based implementation of clouds from Decima Engine☆52Updated 6 years ago
- GigaVoxels + Sparse Textures☆14Updated 12 years ago
- Software rasterization occlusion culling library☆38Updated 9 years ago
- GPU-based real-time global illumination renderer based on voxel cone tracing☆64Updated 8 years ago
- Demonstration of Sean O'Neil's Atmospheric Scattering Shaders from GPU Gems 2. Bonus: Lens Flares!☆37Updated 8 years ago