erwincoumans / xenocollide
XenoCollide is the first Minkowski Portal Refinement implementation by Gary Snethen, now available under the zlib license
☆45Updated 10 years ago
Alternatives and similar repositories for xenocollide:
Users that are interested in xenocollide are comparing it to the libraries listed below
- SSE Frustum Culling Demo☆70Updated 3 years ago
- Automatic conservative mesh occluder generation by box filling☆124Updated 5 years ago
- A C/C++ single-file library that packs triangles of a 3D mesh into a rectangle/texture.☆61Updated 8 years ago
- Broad-phase optimizations.☆49Updated 6 years ago
- Software rasterizer based on Larrabee's☆39Updated 8 years ago
- An exemple on how to use RenderDoc inside your engine.☆51Updated 10 years ago
- The sample for the GPU Pro 6 article on volumetric explosions.☆50Updated 10 years ago
- A library of distance and occlusion generation routines☆112Updated 6 years ago
- Code-driven, simple and bloat-free GUI system.☆52Updated 5 years ago
- Job system (requires C++11)☆49Updated 4 years ago
- Playground for DirectX 11 / 12 simple graphics demo examples ...☆51Updated 8 years ago
- Hexagonal Prism Bounding Volume☆44Updated 5 years ago
- Copy of Morten S. Mikkelsen tangent space code☆48Updated 9 years ago
- A simple example of an index buffer compression algorithm, aimed specifically at vertex cache optimised tri-lists.☆54Updated 9 years ago
- ☆63Updated 6 years ago
- Cone-sphere occlusion LUT generator☆80Updated 8 years ago
- Public direct3d11 tool prototying framework.☆24Updated 6 years ago
- Tiny quantization suite supporting conversion to/from half-floats, s/unorm bytes, quaternions and vectors (C++03).☆42Updated 9 years ago
- A 3D game engine☆13Updated 9 years ago
- Rasterization on the GPU in "slow motion".☆62Updated 5 years ago
- A cross-platform Vulkan layer which checks Vulkan applications for best practices on PowerVR devices.☆16Updated 5 years ago
- Tool to generalize shader creation. It manages the combinational complexity of shader systems.☆30Updated 9 years ago
- Implement some RTR and PBR papers☆48Updated 7 years ago
- Screen space global illumination demo: SSAO vs SSDO☆50Updated 12 years ago
- Source code for the light scattering sample☆97Updated 7 years ago
- Light Indexed Deferred Rendering - Before there was Forward+ and Clustered deferred rendering there was Light Indexed Deferred Rendering…☆66Updated 7 years ago
- Low-Resolution Rendering Sample☆62Updated 9 years ago
- Bounding Halfspace Hierarchy☆125Updated 5 years ago
- Software rasterization occlusion culling library☆38Updated 9 years ago
- This demo implements BVH construction and GPU traversal for rendering hard shadows.☆132Updated 4 years ago