- Aachen, Germany
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05:14
(UTC +01:00) - https://jkunstwald.github.io/
Stars
Fast O(1) offset allocator with minimal fragmentation
Mesh optimization library that makes meshes smaller and faster to render
A (very) simple path tracer implemented using DirectX Ray Tracing (DXR)
An implementation of [Jimenez et al., 2016] Ground Truth Ambient Occlusion, MIT license
A multi core friendly rigid body physics and collision detection library. Written in C++. Suitable for games and VR applications. Used by Horizon Forbidden West and Death Stranding 2.
rwthmoodle / Sync-my-L2P
Forked from RobertKrajewski/Sync-my-L2PDOWNLOAD HERE: https://github.com/rwthmoodle/Sync-my-L2P/releases/latest
Tool suite for Texture and 3D Model Compression, Optimization and Analysis using CPUs, GPUs and APUs
A complete and cross-platform game engine designed for flexibility, performance, and fast-iterations.
A toy renderer written in C using Vulkan to perform real-time ray tracing research.
Lossless data compression codec with LZMA-like ratios but 1.5x-8x faster decompression speed, C/C++
Advanced DXTc texture compression and transcoding library
Public domain single header inter process communication primitives
A minimalistic foundation library with functions for memory allocation, basic collections, etc. The library has been written with a data-oriented philosophy: POD structures are preferred over class…
Two-Level Segregated Fit memory allocator implementation.
A network library for client/server games written in C++
zhaijialong / linalg
Forked from sgorsten/linalglinalg.h is a single header, public domain, short vector math library for C++
Single C file, Realtime CPU/GPU Profiler with Remote Web Viewer
💠 Single-file glTF 2.0 loader and writer written in C99
SPIRV-Reflect is a lightweight library that provides a C/C++ reflection API for SPIR-V shader bytecode in Vulkan applications.