pelletier / vector3
SIMD 3D-vector C++ implementation
☆30Updated 10 years ago
Alternatives and similar repositories for vector3:
Users that are interested in vector3 are comparing it to the libraries listed below
- ☆53Updated 7 years ago
- Simple one-file shader utility tool that automatically compiles shaders to SPIRV when modified.☆31Updated 6 years ago
- Vulkan debug layer to visualize synchronization dependencies☆44Updated 5 years ago
- vGizmo3D - a virtual GIZMO 3D object manipulator / orientator, via mouse, with pan & dolly/zoom features☆56Updated this week
- Igneous is an open source game engine written in C++.☆50Updated 4 years ago
- An exemple on how to use RenderDoc inside your engine.☆51Updated 10 years ago
- C++20 Vulkan and GLes rendering engine☆17Updated 4 months ago
- Little Game Engine that aims to be Physically Based for the lighting part☆23Updated 7 years ago
- Fast, multiplatform fiber based job dispatcher based on Naughty Dogs' GDC2015 talk.☆35Updated 6 years ago
- Job system (requires C++11)☆50Updated 4 years ago
- nTiled - forward and deferred openGL renderer with support for Tiled Shading, Clustered Shading and Hashed Shading☆37Updated 7 years ago
- A simple C++ 3D game engine with Vulkan support.☆37Updated 5 years ago
- Tile-based SW rasterizer☆33Updated 5 years ago
- particle experiments☆19Updated 9 years ago
- Fast, high-quality texture compression library for many formats☆51Updated 2 years ago
- Basic framework for D3D11 init, model/texture loading, shader compilation and camera movement.☆34Updated 2 years ago
- Confetti-FX's The-Forge Lite Edition☆27Updated 5 years ago
- GLSL code generator to aid use of Vulkan's descriptor set indexing☆12Updated 5 years ago
- ☆49Updated 2 years ago
- DynamicResolutionRendering_source_V3_update☆34Updated 7 years ago
- Vulkan implementations of Subsurface Scattering and Ambient Occlusion☆16Updated 7 years ago
- "Guided Visibility Sampling++", an aggressive from-region visibility algorithm. The implementation is based on the Vulkan graphics API.☆20Updated 3 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
- Everything I am (was...) passionate about - the best game engine ever☆51Updated 4 years ago
- Simple header-only C++ software renderer☆33Updated 2 years ago
- DirectX 11-based rendering framework designed for rapid prototyping☆18Updated 9 years ago
- Global illumination rendering engine☆27Updated last week
- Makma is a deferred Vulkan renderer written in C++.☆83Updated 3 years ago
- A small dx11 base program I use to test shaders and techniques☆87Updated 3 years ago
- Software rasterizer based on Larrabee's☆40Updated 8 years ago