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directx-11
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Fast, lightweight HTML UI engine for apps and games
windows
macos
linux
gamedev
games
opengl
metal
cross-platform
gpu
game-development
webkit
html-renderer
desktop-apps
directx-11
ultralight
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Sep 25, 2020 - CMake
The DirectX Tool Kit (aka DirectXTK) is a collection of helper classes for writing DirectX 11.x code in C++
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Oct 2, 2020 - C++
DirectXTex texture processing library
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Sep 30, 2020 - C++
DirectXMesh geometry processing library
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Aug 15, 2020 - C++
Effects for Direct3D 11 (FX11) is a management runtime for authoring HLSL shaders, render state, and runtime variables together.
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Jun 2, 2020 - C++
DXUT is a "GLUT"-like framework for Direct3D 11.x Win32 desktop applications; primarily samples, demos, and prototypes.
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Jun 3, 2020 - C++
DirectX API-hooking framework
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Jun 6, 2020 - C++
DirectX 11 Renderer written in C++11
light
bloom
gpu
engine
multithreading
scene
assimp
renderer
lighting
milestones
ssao
pbr
shadow
deferred-rendering
directx-11
compute-shaders
pbr-shading
latest-visual-studio
sponza
gpu-profiler
point-light
directional-lights
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Feb 3, 2020 - C++
Core functionality of Diligent Engine
opengl
graphics-engine
shaders
graphics
vulkan
d3d12
d3d11
vulkan-api
opengl-es
direct3d
directx-11
directx-12
directx11
directx12
vulkan-engine
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Oct 4, 2020 - C++
Sample projects demonstrating the usage of Diligent Engine
gamedev
opengl
graphics-engine
rendering
vulkan
directx
gles
graphics-programming
renderer
d3d12
d3d11
vulkan-api
opengl-es
directx-11
directx-12
directx11
directx12
vulkan-game-engine
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Oct 3, 2020 - C++
CapriciousRebel
commented
Apr 26, 2020
A user must be able to enter basic mathematical expressions (addition/subtraction/multiplication/division) in the input boxes for transform component, and that expression must be evaluated and the result must be displayed, and updated.
QDirect3DWidget implementation similar to the built-in QOpenGLWidget
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Jun 10, 2020 - C
A Paint.NET filetype plugin that adds support for some of the DDS formats introduced in DirectX 10 and later.
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Sep 23, 2020 - C#
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Feb 1, 2020 - C++
Global illumination rendering engine
engine
cuda
rasterizer
ray-tracing
3d-graphics
optix
path-tracing
physically-based-rendering
directx-11
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Jul 22, 2020 - C++
Game and prototypes with SharpDX and Directx 11
c-sharp
collada-importer
game-engine
shaders
blender
game-development
effects
game-logic
animation-3d
collada
heightmap
deferred-rendering
navmesh
directx-11
astar-pathfinding
forward-rendering
sky-scattering
foliage
hardware-instancing
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Sep 29, 2020 - C#
(DLAA) Directionally Localized antiAliasing
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May 15, 2019 - HLSL
Hieroglyph 3 Rendering Engine
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Jun 13, 2017 - C++
d3d11.dll wrapper for intercepting DirectX 11 function calls.
windows
hooks
hook
wrapper
library
dll
directx
overlay
dx
d3d11
direct3d
dynamic-library
directx-11
directx11
dynamic-link-library
wrapper-dll
direct3d11
d3d11hook
direct3d-11
d3d11-dll
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Jun 19, 2018 - C++
Fast, high-quality texture compression library for many formats
gamedev
compression
opengl
directx
etc
opengl-es
textures
directx-11
directx-12
etc2
bc7
texture-compression
dxt5
bc6h
dxt1
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Oct 27, 2019 - C++
A spare-time game engine project. Written in C#. Multi-threaded.
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Oct 1, 2020 - C#
game
students
gamedev
graphics
topics
directx
trending
renderer
dx11
d3d11
student-project
indiedev
indiegame
directx-11
directx11
topics-trending
stockman
renderqueue
renderinfo
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Jan 15, 2018 - C++
Real Time Rendering Code
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Oct 16, 2018 - C++
Simple meshes, materials, shadow maps, normal maps. Sky shader. Skeletal animation. Particle system.
windows
serialization
bloom
collision-detection
versioning
particles
introspection
demo-app
skeletal-animation
shadow-mapping
directx-11
tesselation
normal-mapping
particle-system
displacement-map
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Apr 30, 2019 - C
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Currently there is an option in the Login screen to "Save Account". This will store the last account that was logged in. Looking in the config.json it appears that it only saves the last account that was used to login. Would it be feasible to abstract this information into an array in the json file and then auto-fill the password when the username matches?
I would be willing to implement thi