iceprincefounder / ZeldaEngineLinks
A tiny realtime Vulkan 3D engine with modern graphics, all implementations in the πZeldaEngine.cpp file.
β11Updated last year
Alternatives and similar repositories for ZeldaEngine
Users that are interested in ZeldaEngine are comparing it to the libraries listed below
Sorting:
- Runtime environment map prefiltering and spherical harmonics computation with OpenGL.β17Updated 5 years ago
- Global illumination technical demo - a continuation of the Synesthesia3D (ex-LibRenderer) graphics engine used in https://github.com/iftoβ¦β54Updated 3 years ago
- An experiment on creating an animation system similar to Unreal Engine 4 from scratch.β47Updated 4 years ago
- Performance and bandwidth tester for D3D12 memory poolsβ27Updated last year
- a collections of rendering techniques based on d3d11 for study ζΈ²ζζζ―ηζΆιδΈε¦δΉβ24Updated 5 years ago
- Nabla's Tests and Examples source codeβ43Updated this week
- Signed distance field (SDF) generation by amortized ray tracing, SDF AO, and SDF soft shadowβ23Updated 6 months ago
- A flexible rendering engine for real-time graphics R&Dβ25Updated this week
- virtual textureβ20Updated 5 years ago
- RT-RSM is a real-time Global Illumination technique using GPU ray tracingβ62Updated 5 years ago
- An OpenGL sample implementation of Reflective Shadow Maps.β15Updated 5 years ago
- Cascaded Shadow Mapping sample written with the dwSampleFramework.β22Updated 5 years ago
- Graphic Techniques Implemented on The Forge API, a cross-platform rendering framework on top of Vulkan, DirectX, Metalβ24Updated 5 years ago
- A voxel cone traced realtime Global Illumination rendering engine in dx12, wipβ58Updated 3 years ago
- Yet another approach to developing a personal 3D graphics engine. Windows + Direct3D 12.β36Updated 2 years ago
- Checkerboard rendering with Magnum and OpenGLβ43Updated 3 years ago
- A comparison of typical real-time and offline illumination methods. (SSAO, HBO, VXGI, and Ray Traced Global Illumination)β34Updated 7 years ago
- β38Updated 3 years ago
- HLSL Constant Buffer Layout Visualizerβ26Updated 6 months ago
- β23Updated last month
- A multithreaded C++ program that uses raytracing and photon mapping to render photorealistic images of 3D environmentsβ66Updated 6 years ago
- β15Updated last year
- Fiber based job systemβ24Updated 6 months ago
- A command line tool that converts game assets into a simple binary format for fast loading.β19Updated 3 years ago
- β26Updated 5 years ago
- Implementation of "Real-time Global Illumination using Precomputed Light Field Probes"β15Updated 5 years ago
- A scalable pipeline tool for graphics applications to build assets.β26Updated last year
- BlackPearl Rendering Engineβ17Updated this week
- Implementation of "Deep G-Buffers for Stable Global Illumination Approximation" using OpenGL 4.5β10Updated 6 years ago
- Simple framework built from the ground up used for experimenting and learning different aspects of game engine architectureβ43Updated 5 years ago