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spir-v
Here are 57 public repositories matching this topic...
Lightweight and modular C++11 graphics middleware for games and data visualization
android
game
c-plus-plus
ios
gamedev
webgl
cmake
opengl
graphics-engine
game-engine
graphics
sdl
vulkan
c-plus-plus-11
glfw
webassembly
emscripten
spir-v
3d
magnum
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Updated
Jun 9, 2021 - C++
Safe and rich Rust wrapper around the Vulkan API
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Updated
Jun 8, 2021 - Rust
Lightweight, multi-platform, data-oriented game engine.
windows
macos
linux
ios
webgl
opengl
graphics-engine
metal
game-engine
vulkan
glsl
wasm
entity-component-system
spir-v
hlsl
d3d11
opengl-es
data-oriented
andoid
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Updated
May 17, 2021 - C++
Mirror; Work-in-progress software-rendering Vulkan implementation
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Updated
Apr 1, 2020 - Rust
Dilithium is a bidirectional shader converter for converting between DXIL and SPIR-V.
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Updated
Jan 18, 2018 - C++
phaazon
commented
Feb 10, 2020
The parsers for floating point number are especially bad as they allocate memory. See #113 for further details.
C# Bindings for the Vulkan API & SPIR-V
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Updated
Apr 7, 2020 - C#
Makma is a deferred Vulkan renderer written in C++.
graphics-engine
cpp
graphics
rendering
vulkan
cpp14
glsl
cpp11
graphics-programming
spir-v
renderer
cpp17
deferred
vulkan-api
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Updated
May 10, 2021 - C++
OpenGL/OpenCL/CUDA/OptiX and soon OpenGL ES/Vulkan Modular Rendering Framework for PC/Linux and soon Android
opengl
graphics-engine
graphics
vulkan
opencl
glsl
cuda
opengles
spir-v
raytracing
opengl-es
pbr
graphics-library
optix
path-tracing
cuda-opengl
nabla
radeon-rays
optix-denoiser
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Updated
Jun 11, 2021 - C++
Talvos is a dynamic-analysis framework and debugger for Vulkan/SPIR-V programs.
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Updated
Jun 18, 2019 - C++
Vultaik Cross-Platform Rendering
vulkan
glfw
spir-v
hlsl
raytracing
vulkan-api
dear-imgui
shaderc
pbr
ray-tracing
vulkan-game-engine
gltf2
vulkan-engine
vulkan-compute-shaders
dxc
directx-shader-compiler
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Updated
Jun 1, 2021 - C#
One stop shop for getting started with SPIR-V.
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Updated
Apr 11, 2021
SPH simulation in Vulkan compute shader.
vulkan
glsl
parallel-computing
university-project
spir-v
smoothed-particle-hydrodynamics
fluid-simulation
college-project
compute-shader
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Updated
Oct 1, 2020 - C++
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Would it be possible to add the Origin Rebase feature that is built into Physx 4.x and up into Echo?
This would enable larger worlds to be made without floating point precision errors. Here is an example of what can happen if you are too far away from origin. https://gyazo.com/a96db2d1a4ef8ff8935d2054597e151b
It would be nice if we could enable it in project settings and it was just part of