macton / nintendo-challengeLinks
☆40Updated 8 years ago
Alternatives and similar repositories for nintendo-challenge
Users that are interested in nintendo-challenge are comparing it to the libraries listed below
Sorting:
- Lessons learnt from hunting jitter issues☆62Updated 7 years ago
- Game Engine☆129Updated 6 years ago
- Light Indexed Deferred Rendering - Before there was Forward+ and Clustered deferred rendering there was Light Indexed Deferred Rendering…☆68Updated 8 years ago
- Code Archive of GDMag Samples from 1994 to 2007☆95Updated 8 years ago
- String ID library & debugging tools☆47Updated last year
- Rasterization on the GPU in "slow motion".☆61Updated 6 years ago
- SSE Frustum Culling Demo☆72Updated 4 years ago
- Tile-based SW rasterizer☆36Updated 5 years ago
- ☆87Updated 8 years ago
- Multiplatform multithreaded context swapping fiber based job system.☆164Updated 8 years ago
- 2D physics engine with SoA/SIMD optimizations☆112Updated 6 years ago
- Demoscene graphics engine.☆60Updated 5 years ago
- darkHAMMER is a lightweight, open-source, multiplatform game engine. written in C (C99) language, supports python and C# bindings and lua…☆98Updated 8 years ago
- GLSL shader live-reloading☆70Updated 8 years ago
- Playground for DirectX 11 / 12 simple graphics demo examples ...☆51Updated 9 years ago
- Graphics prototyping framework☆37Updated last year
- Software rasterizer based on Larrabee's☆43Updated 9 years ago
- Code-driven, simple and bloat-free GUI system.☆53Updated 5 years ago
- Clone of https://bitbucket.org/jonasmeyer/microprofile☆46Updated 8 months ago
- Builds atlas texture from a bunch of input images.☆75Updated 5 years ago
- Blog posts☆132Updated 8 years ago
- The Stardust sample application uses the Vulkan graphics API to efficiently render a cloud of animated particles.☆117Updated 2 years ago
- Low-Resolution Rendering Sample☆63Updated 10 years ago
- Framework for creating 1k demoscene intros.☆40Updated 3 years ago
- Intel's Software Occlusion Culling demo with my modifications☆240Updated 12 years ago
- A demonstration of a graphics library abstraction layer that you might see in a typical rendering engine for games and simulations.☆57Updated 7 years ago
- A collection of loosely coupled game engine components, mostly written in C.☆49Updated 8 years ago
- Reimplementation of "fr-059: momentum" particle system☆57Updated 11 years ago
- Depth-of-field implemented with a summed area table☆48Updated 8 years ago
- Automatic conservative mesh occluder generation by box filling☆128Updated 5 years ago