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dx12
Here are 32 public repositories matching this topic...
Combined Adaptive Compute Ambient Occlusion (CACAO)
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Apr 28, 2021 - C++
Single Pass Downsampler (SPD)
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Aug 28, 2020 - Objective-C
Open
Organize examples
almarklein
commented
Sep 30, 2021
As our examples grow they becomes a bit harder to navigate. Might be good to think about organizing them better. Maybe a (max 1 layer deep) dir structure, or just more sensible names.
Related, I really like how the Threejs examples can be searched by keyword. Maybe something for our docs? (Technically a separate issue.)
Experimental MMD renderer with DX12 and DXR.
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Dec 12, 2021 - C#
XUSG, XU's supreme graphics lib, is a handy wrapper currently for DirectX 12. It can be a good reference for designing your own DX12 wrapper APIs.
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Dec 11, 2021 - C++
Experimental Game Engine
csharp
game-engine
vulkan
dotnet-core
graphics-programming
dx11
d3d11
educational-project
educational-software
dx12
opengl33
opengl46
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Nov 19, 2021 - C#
This is a voxel-based game engine that focuses on cool graphics & physics within a voxel world.
gamedev
graphics-engine
game-engine
game-development
graphics-programming
game-dev
directx-12
directx12
dx12
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May 15, 2019 - C++
Modern, flexible computer graphics and rendering engine, written in C++20 with support for Vulkan 🌋 and DirectX 12 ❎ .
graphics-engine
rendering
vulkan
computer-graphics
rendering-engine
rendering-3d-graphics
directx-12
cpp20
fluent-api
vulkan-engine
dx12
vulkan-renderer
directx-12-engine
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Aug 31, 2021 - C++
A realtime, minimalistic DirectX12 renderer
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Dec 6, 2021 - C++
Polarization parameters and polarizing filters in real-time ray tracing with DXR and the Stokes-Mueller calculus
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Jun 18, 2020 - C++
performance
game-engine
job
engine
rendering
ecs
entity-component-system
cpp17
multi-agent-systems
work-stealing
dx12
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Mar 14, 2021 - C++
Meduza is a personal Game Engine project
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Dec 14, 2021 - C++
A DX12 NPR style rendering practice with CS outline painting and deferred rendering.
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Aug 24, 2021 - C++
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The visualizer gives blocks different colors based on what type of memory they are (linear or non-linear). We should add the option to give every allocation a different color (hash of chunk_id probably). That will make it easier to spot which blocks are large and which blocks are small.