lingtorp / MeineKraftLinks
Rendering engine written in C++ & OpenGL.
☆37Updated 4 years ago
Alternatives and similar repositories for MeineKraft
Users that are interested in MeineKraft are comparing it to the libraries listed below
Sorting:
- Simple Vulkan application☆25Updated 2 months ago
- #include <engine>☆40Updated 6 years ago
- ☆32Updated 3 years ago
- An SDF path tracer☆23Updated 7 years ago
- Fast, multiplatform fiber based job dispatcher based on Naughty Dogs' GDC2015 talk.☆35Updated 6 years ago
- Demoscene graphics engine.☆59Updated 4 years ago
- Variance shadow mapping for omni lights with Vulkan☆31Updated 6 years ago
- VFSME - Vulkan Free Surface Modeling Engine☆15Updated 8 years ago
- Little Game Engine that aims to be Physically Based for the lighting part☆23Updated 7 years ago
- ☆29Updated 6 years ago
- Vulkan implementations of Subsurface Scattering and Ambient Occlusion☆16Updated 7 years ago
- Indirect Occlusion Culling☆23Updated 8 years ago
- Makma is a deferred Vulkan renderer written in C++.☆83Updated 4 years ago
- Simple one-file shader utility tool that automatically compiles shaders to SPIRV when modified.☆32Updated 7 years ago
- Library for shader debugging and profiling for Vulkan and OpenGL☆35Updated last year
- Vulkan debug layer to visualize synchronization dependencies☆44Updated 5 years ago
- Code-driven, simple and bloat-free GUI system.☆52Updated 5 years ago
- An OpenGL 4.3 / C++ 11 rendering engine oriented towards animation.☆32Updated 6 years ago
- nTiled - forward and deferred openGL renderer with support for Tiled Shading, Clustered Shading and Hashed Shading☆37Updated 7 years ago
- Simple, quick'n dirty, pathtracer☆38Updated 3 years ago
- A simple CPU/GPU OpenGL-based profiler☆23Updated 12 years ago
- A simple C++ 3D game engine with Vulkan support.☆37Updated 5 years ago
- Attempt to understand and compare different Acceleration structures☆30Updated 4 years ago
- Experimentation framework for real-time light culling☆30Updated 5 years ago
- Single header SPIR-V compressor for C and C++☆31Updated 8 years ago
- A rendering-framework for DX12 and Vulkan. Mostly intended for personal learning purposes and graphics demos☆29Updated 11 months ago
- A REYES-style micropolygon renderer written in C++ which implements a subset of the RenderMan specification.☆12Updated 7 years ago
- Implementation of Real-Time Polygonal-Light Shading with Linearly Transformed Cosines by Eric Heitz et al for the course TSBK03 Advanced …☆20Updated 8 years ago
- Implement some RTR and PBR papers☆48Updated 7 years ago
- Vulkan Renderer☆31Updated last year