Reedbeta / reed-frameworkLinks
Basic framework for D3D11 init, model/texture loading, shader compilation and camera movement.
☆34Updated 3 years ago
Alternatives and similar repositories for reed-framework
Users that are interested in reed-framework are comparing it to the libraries listed below
Sorting:
- Vulkan framework for Windows☆88Updated 5 years ago
- A small dx11 base program I use to test shaders and techniques☆87Updated 4 years ago
- This is a physically based real-time renderer made for learning purposes.☆89Updated 8 years ago
- Tile-based SW rasterizer☆36Updated 5 years ago
- Low-Resolution Rendering Sample☆63Updated 10 years ago
- A simple C++ 3D game engine with Vulkan support.☆37Updated 5 years ago
- AMD GPU particles sample based on DirectX 11☆115Updated 9 years ago
- ☆58Updated 6 years ago
- A collection of various Sky Model implementations in OpenGL suitable for real-time rendering.☆82Updated 6 years ago
- Minimalistic Vulkan engine for fast propotyping.☆42Updated 3 years ago
- Simple one-file shader utility tool that automatically compiles shaders to SPIRV when modified.☆33Updated 7 years ago
- Demoscene graphics engine.☆59Updated 5 years ago
- SSE Frustum Culling Demo☆72Updated 4 years ago
- ☆63Updated 7 years ago
- Clustered forward rendering demo with Vulkan☆57Updated 7 years ago
- Playground for DirectX 11 / 12 simple graphics demo examples ...☆51Updated 9 years ago
- Converting vertex meshes to voxel data and visualizing using VCT☆81Updated 8 years ago
- Discontinued OpenGL graphics framework. See https://github.com/Illation/ETEngine☆39Updated 7 years ago
- A small dx12 base program I use to test shaders and techniques☆49Updated 3 years ago
- Deferred Coarse Pixel Shading Source Code (For the article in GPU Pro 7)☆62Updated 7 years ago
- An exemple on how to use RenderDoc inside your engine.☆51Updated 10 years ago
- DirectX 12 light culling technique featured in GPU Pro 7☆97Updated 8 years ago
- Experimentation framework for real-time light culling☆30Updated 6 years ago
- Graphics prototyping framework☆37Updated last year
- GPU-based real-time global illumination renderer based on voxel cone tracing☆64Updated 8 years ago
- Programmable pulling experiments (based on OpenGL Insights "Programmable Vertex Pulling" article by Daniel Rakos)☆118Updated 8 years ago
- ☆83Updated 7 years ago
- Game Engine☆129Updated 6 years ago
- Implementation of "Fast Global Illumination Approximations on Deep G-Buffers" (Mara et. al, 2016) using C++, OpenGL, and GLSL☆40Updated 7 years ago
- This demo implements BVH construction and GPU traversal for rendering hard shadows.☆132Updated 4 years ago