r-lyeh-archived / quant
Tiny quantization suite supporting conversion to/from half-floats, s/unorm bytes, quaternions and vectors (C++03).
☆42Updated 9 years ago
Alternatives and similar repositories for quant:
Users that are interested in quant are comparing it to the libraries listed below
- a collection of handle/id allocators☆20Updated last year
- SSE Frustum Culling Demo☆70Updated 3 years 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
- ☆51Updated 2 months ago
- Tile-based SW rasterizer☆32Updated 5 years ago
- Experimentation framework for real-time light culling☆30Updated 5 years ago
- Software rasterizer based on Larrabee's☆40Updated 8 years ago
- ☆28Updated 7 years ago
- An exemple on how to use RenderDoc inside your engine.☆51Updated 10 years ago
- DynamicResolutionRendering_source_V3_update☆34Updated 7 years ago
- Automatically exported from code.google.com/p/eight☆12Updated 7 years ago
- Tool to generalize shader creation. It manages the combinational complexity of shader systems.☆30Updated 9 years ago
- ☆19Updated 7 years ago
- D3D12 Root Signature/Pipeline State Object live-reloading☆15Updated 7 years ago
- Handles image pixel format, querys for all, encode/decode for many☆62Updated 2 years ago
- Graphics prototyping framework☆37Updated last year
- Sample code for a 'Quaternions revisited' article from GPU Pro 5☆34Updated 9 years ago
- A header-only library which allows (un)quantifying efficiently unorganized indexed unit vector sets in 3D.☆48Updated 5 years ago
- ☆14Updated 8 years ago
- Single-file binary FBX importer.☆54Updated 7 years ago
- Demoscene graphics engine.☆59Updated 4 years ago
- Indirect Occlusion Culling☆23Updated 8 years ago
- ☆16Updated 9 years ago
- Confetti-FX's The-Forge Lite Edition☆27Updated 5 years ago
- Breakout with Vulkan to test Uniform Data Transfer Methods☆25Updated 4 years ago
- ☆32Updated 2 years ago
- Vulkan implementations of Subsurface Scattering and Ambient Occlusion☆16Updated 7 years ago
- Attempt to understand and compare different Acceleration structures☆30Updated 3 years ago
- A 3D game engine☆13Updated 9 years ago