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Cubiquity is an experimental micro-voxel engine written in C++ and released into the public domain.
A C# implementation of voxlap-style rendering, using Unity and their Burst compiler
Lightweight, multi-platform, data-oriented game engine.
Shader that "emulates" the rendering style of ps1
PSX retro graphics plugin for URP with Shadergraph in Unity
A collection of algorithms and data structures
I challenged myself to see if I could create a voxel game (Minecraft-like) in just one week using C++ and OpenGL, and here is the result
Cataclysm - Dark Days Ahead. A turn-based survival game set in a post-apocalyptic world.
Demo project featuring a collection of PS1 style shaders and materials for Godot engine.
Multi-backend renderer with asset pipeline. The objective of this repo is to build a scalable, flexible, data driven renderer.
Custom renderer and physics engine written from scratch in C++/Direct3D 12.
Fast O(1) offset allocator with minimal fragmentation
Me playing around with voxel ray tracing using rust and Vulkan
A distance feild raytracer focused on good looking small worlds
🔌 A node-based editor for experimenting with signed distance fields and raymarching.
Rust crate to implement a counterpart to the PBRT book's (3rd edition) C++ code. See also https://www.rs-pbrt.org/about ...
Voxel sandbox game with a large render distance, procedurally generated content and some cool graphical effects.