tahanlong's Stars
IntelSoftware/OpenGLBestPracticesfor6thGenIntelProcessor
Game developers often use OpenGL to handle the rendering chores for graphics-intensive games. OpenGL is an application programming interface for efficiently rendering two- and three-dimensional vector graphics. The code samples are a series from Grahics API developer guide for for 6th generation Intel® Core™ processor (https://software.intel.com/en-us/articles/6th-gen-graphics-api-dev-guide) that demonstrates how to get the most out of OpenGL 4.4 and higher.
GameTechDev/MaskedOcclusionCulling
Example code for the research paper "Masked Software Occlusion Culling"; implements an efficient alternative to the hierarchical depth buffer algorithm.
GameTechDev/CMAA2
Conservative Morphological Anti-Aliasing 2.0
GameTechDev/ISPCTextureCompressor
ISPC Texture Compressor
Ayfel/PrefabLightmapping
Script for saving lightmapping data to prefabs. Used through the Assets tab in Unity. Place your prefbas in the scene with this script at the root. Set up your lighting and in the editor go to Assets->Bake Prefab Lightmaps. After is processed you can now spawn your prefabs in different scenes and they will use the lightmapping from the original scene.
IntelSoftware/ue4-parallel
Demo of parallel-for flocking algorithm on Unreal4
GameTechDev/RCRaceland
Unreal Engine 4 sample showing how to take advantage of the CPU for more realistic scenes
vnotex/vnote
A pleasant note-taking platform in native C++.
liuxinyu95/AlgoXY
Book of Elementary Functional Algorithms and Data structures
i-saint/Unity5Effects
keijiro/Kino
A collection of custom post processing effects for Unity
keijiro/KinoGlitch
Video glitch effects for Unity
miloyip/json-tutorial
从零开始的 JSON 库教程
miloyip/light2d
Light rendering in 2D
miloyip/game-programmer
A Study Path for Game Programmer
mmp/pbrt-v4
Source code to pbrt, the ray tracer described in the forthcoming 4th edition of the "Physically Based Rendering: From Theory to Implementation" book.
QianMo/PBR-White-Paper
⚡️基于物理的渲染(PBR)白皮书 | White Paper of Physically Based Rendering(PBR)
QianMo/Real-Time-Rendering-4th-Bibliography-Collection
Real-Time Rendering 4th (RTR4) 参考文献合集典藏 | Collection of <Real-Time Rendering 4th (RTR4)> Bibliography / Reference
GameTechDev/IntroductionToVulkan
Source code examples for "API without Secrets: Introduction to Vulkan" tutorial
GameTechDev/OcclusionCulling
Demonstrates a software (CPU) based approach to occllusion culling using multi-threading and SIMD instructions to improve performance.
GameTechDev/AOIT-Update
Adaptive Order Independant Transparency Sample
exacity/deeplearningbook-chinese
Deep Learning Book Chinese Translation
sschmid/Entitas
Entitas is a super fast Entity Component System (ECS) Framework specifically made for C# and Unity
QianMo/UnityToolbag
Variety of Unity scripts and tools.
QianMo/Unity3D-Script-Library
A Script Library of Unity3D
QianMo/Resources-for-Writing-Shaders-in-Unity
For the UNITE Boston 2015 talk titled Writing Shaders: YOU can do it!
QianMo/Unity-Shader-Resources-List
:clipboard: Unity Shader相关学习资源与链接珍藏 | A list of amazing resources for learning shader writing in Unity.
QianMo/Awesome-Unity-Shader
:boat: 关于炫酷的Unity3D Shader | About Cool Unity3D Shaders
QianMo/GPU-Gems-Book-Source-Code
:cd: CD Content ( Source Code ) Collection of Book <GPU Gems > 1~ 3 | 《GPU精粹》 1~ 3 随书CD(源代码)珍藏
QianMo/X-PostProcessing-Library
Unity Post Processing Stack Library | Unity引擎的高品质后处理库