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nTiled
nTiled - forward and deferred openGL renderer with support for Tiled Shading, Clustered Shading and Hashed ShadingSDL_WPF_Interop
Sample project of a native SDL window hosted within a WPF applicationPacMan
A pacman game clone written in C++ with the help of SDL2.orbit-camera
A simple camera implementation build around CineMachine with UniRx.thesis-paper
The final paper produced during my master thesis Forward and Deferred Hashed Shading. It discusses the designed algorithm, as well as the performance compared to Tiled and Clustered Shading.nim-interop-study
A simple study to integrate nim with C# and C++Elmish.Sprightly
A Elmish.WPF and SDL2 application to organise sprite sheets and sprite animations.nTiled_old
Real-Time Clustered Shading Pipelineunity-net-priority-queue
The PriorityQueue from .NET 6 and up as a UPM package.seagull-visualisation
maya-usd-skeleton-issue-example
Illustration of skeletons not exporting correctly in maya-usd.Functional.NetCDF
A simple .NET NetCDF4 wrapper written in F#vs-code-maya-debug-initializer
A simple VS Code extension to aid starting the python debug server in Maya when starting from VS CodeSWOP-Groep17
Repository voor het Software Ontwerp project door Groep 17.BeardedPlatypus
elm-node-editor
A (very) basic node editor implementation leveraging elm-svg.seagull-visualisation.core
thesis-latex
My master thesis of computer science: Forward and Deferred Hashed Shading. It discusses a newly designed light assignment algorithm, as well as the performance compared to Tiled and Clustered Shading.Love Open Source and this site? Check out how you can help us