A passion projects that has been going on for awhile, finally at a place where I feel comfortable tentatively uploading it to Github for others
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Updated
Jul 11, 2024 - C#
A passion projects that has been going on for awhile, finally at a place where I feel comfortable tentatively uploading it to Github for others
Raytracing by compute shader in unity
Unity ComputeShader implementation of BVH(Bounding Volume Hierarchy) based mesh hit checking.
A basic implementation of the Physarum Polycephalum (AKA Slime Mold) code in Unity.
A bare bones, no repeat code, Monogame 3.8.1 , Net Core 6 or 7, with working pixel and other shaders that works in desktop GL and WindowsDX, and Android using shared linked content file, FX files, shared Net6CoreGame lib, and thinnest possible platform specific launchers & NEW SILK experiment, Compute shader branch tests on DX only so far
Simulation of universal gravitation using compute shader (GPGPU) in Unity / compute shaderによる万有引力のシミュレーション
4D Julia set renderer
Compute Shader for audience in IDOL live stage.
Unity procedural generation demonstrating typical noise-based procedural generation, minecraft procedural generation and other techniques.
Simulating NBody via compute shader
Client programe for decoding packets from TLabShareScreen_Server
Testing the mesh generation & its deformation performances using Unity's Job and normal C# systems along with compute shaders(computer & graphic buffers)
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