1. | [UE5/C++] Tensorflow Proximal Policy Optimization | 11:54:58 | |
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2. | [Unity] Developing 2D Pixel Shader | 11:04:05 | |
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3. | [Borderlands 3] And then, one day, I got in! | 10:47:07 | |
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4. | [UE5/C++] Deep Neural Networks And Proximal Policy Optimization From Scratch | 8:57:04 | |
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5. | [Unity] Developing 2D Pixel Shader | 8:09:28 | |
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6. | [C++20/Vulkan] Abstract Core Implementation | 7:27:16 | |
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7. | [C++/OpenGL] ACS Parent/Child Transformation Matrices | 7:20:55 | |
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8. | [C++] Volt Engine | 7:19:00 | |
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9. | [C++/OpenGL] Redshift Light Impl | 7:16:16 | |
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10. | [C++] Dead Space 3 - Cheat Engine | 7:15:01 | |
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11. | [C++/OpenGL] Camera Trigonometry & Matrices | 7:09:38 | |
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12. | Writing a vulkan engine in plain ANSI C99 | 7:03:55 | |
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13. | [Houdini] Race Track Junctions | 6:58:27 | |
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14. | [C++] Background Trace-Shader | 6:53:17 | |
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15. | [C++/OpenGL] GBuffer Lighting & ZBuffer Blending | 6:36:21 | |
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16. | [C++/OpenGL] Physics Engine Impl | 6:35:01 | | Doom Eternal
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17. | [C/C++] Kernel Cheat Engine | Debug View | 6:34:02 | |
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18. | [UE5/C++] Deep Neural Networks And Proximal Policy Optimization From Scratch | 6:33:50 | |
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19. | [C/C++] Kernel Cheat Engine | OpCode Tracing | 6:32:38 | |
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20. | [C++/OpenGL] Render Textures & Entity Component System | 6:28:51 | |
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21. | [C/C++] Okami HD Level Editor | 6:23:19 | | Ōkami
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22. | [OpenGL] Building some shit | 6:21:06 | |
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23. | [C++/OpenGL] ZBuffer Blending & Screen Effects | 6:19:35 | |
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24. | [C++/OpenGL] Template Hash Hell | 6:10:11 | |
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25. | [UE5/C++] Enemy AI | 6:00:04 | | Unreal
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26. | [C/C++] Kernel Driver - R/W Virtual Memory | 5:54:21 | |
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27. | [VCV2/Ableton] Hell For The Company | 5:53:25 | |
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28. | [C++20/OpenGL] Moduls & Templates From Jesus | 5:47:04 | |
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29. | [Unity] Developing 2D Game AI | 5:42:42 | |
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30. | [C/C++] Okami HD Level Editor | 5:40:59 | | Ōkami
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31. | [C/C++] Okami HD Level Editor | 5:39:01 | | Ōkami
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32. | [CUDA/OGL] Ray Tracing | 5:36:26 | |
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33. | [C/C++] Kernel Cheat Engine | Network Interface | 5:35:03 | |
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34. | [C/C++] Kernel Driver | Thread Context & Registers | 5:34:48 | |
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35. | [C++] Dead Space 3 - Cheat Engine Gateways | 5:34:41 | |
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36. | [UE5/C++] Deep Neural Networks And Proximal Policy Optimization From Scratch | 5:29:57 | |
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37. | [C++] Volt Engine | 5:29:29 | | StarCraft
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38. | [C++/OpenGL] GBuffer Validation & Procedural Paths | 5:24:25 | |
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39. | [C++/OpenGL] Sprite Placement | 5:18:31 | |
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40. | [C/C++] Okami HD | Level Editor | 5:17:55 | |
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41. | [C++] Redshift Engine | 5:17:03 | |
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42. | [Unity] Developing 2D Pixel Shader | 5:16:47 | |
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43. | [C++/OpenGL] Render Queues & Compute Star Field Effect | 5:14:16 | |
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44. | [Unity] Developing 2D Pixel Shader | 5:14:15 | |
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45. | [C++] Buffered Geometry Cubes | 5:12:35 | |
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46. | [C/DeadSpace3] Kernel Driver | Scanning Virtual NT-Images | 5:04:32 | |
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47. | [C++] GPU Ray-Tracer | Refactoring | 5:02:27 | |
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48. | [C/C++] Kernel Cheat Engine | Network Interface | 5:02:11 | |
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49. | [C/C++] Okami HD Level Editor | 5:02:00 | | Ōkami
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50. | [UE5/C++] Fixing Root Motion | 5:00:01 | |
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51. | [C/C++] Okami HD Level Editor | 4:58:21 | | Ōkami
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52. | [C/C++] Kernel Driver - More IOCTRL | 4:55:41 | |
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53. | [C++/OpenGL] GPU Boids Path Following | 4:55:26 | |
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54. | [C/C++] Windows Kernel Driver IO | 4:55:16 | |
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55. | [C/C++] Windows Kernel Driver IO | 4:54:31 | |
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56. | [C++] GPU Ray-Tracer | Camera Controls | 4:53:45 | |
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57. | [C/C++] Okami HD Level Editor | 4:52:49 | | Ōkami
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58. | [RUST] As Backend | Setting Up Docker Images | 4:48:58 | |
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59. | GPU Animation System | 4:46:47 | |
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60. | [UE5/C++] The Ratchet And Clank Project | 4:45:49 | | Unreal
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61. | [C/C++] Kernel Cheat Engine | Network Interface | 4:44:18 | |
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62. | [UE5/C++] Root Motion | 4:43:58 | |
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63. | [C++/OpenGL] Ship Assets | 4:41:57 | |
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64. | [Houdini] Procedural Race Track | 4:40:16 | |
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65. | [Unity] Game Jam | Orbit Camera & Player Controller | 4:36:05 | |
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66. | [C++/OpenGL] ACS Render Queues & Components & Asset Database | 4:33:21 | |
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67. | [C/C++] Okami HD Level Editor | 4:32:45 | | Ōkami
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68. | [C++] Dead Space 3 - Inline x86 Assembly Patches | 4:32:11 | |
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69. | [C/C++] Kernel Driver | NtQuerySystemInformation Yet Again | 4:31:59 | |
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70. | [Unity] Developing 2D Pixel Shader | 4:30:02 | |
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71. | Writing a vulkan engine in plain ANSI C99 | 4:29:00 | |
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72. | [UE5/C++] FPS Controller | 4:27:14 | | Unreal
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73. | [C/C++] Kernel Driver | Stack Walking | 4:23:47 | |
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74. | [CUDA/OGL] Ray Tracing | 4:22:03 | |
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75. | [C/OpenGL] Wireframe World & Audio | 4:21:18 | |
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76. | [OpenGL] Vega Engine | Model Loading | 4:15:03 | |
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77. | [WDM Rootkit] Process Thread Control & Memory Scanning | 4:12:31 | |
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78. | [C++] ASCII Game Jam | Pacman | MVP' yet again! | 4:11:32 | |
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79. | [C/C++] Kernel Driver - R/W Virtual Process Memory | 4:10:46 | |
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80. | Procedural map generation and league of legends | 4:10:08 | |
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81. | [C/DeadSpace3] Kernel Driver | Stack Walking | 4:09:53 | |
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82. | GPU Entity Component System | 4:03:24 | |
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83. | League Of Legends gamemode = 1; | 4:02:56 | |
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84. | [C/C++] Kernel Cheat Engine | Thread Context Tracing | 4:02:05 | |
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85. | [C++] Prototyping Dynamic Polymorphic Classes | 4:01:19 | |
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86. | [UE5/C++] Deep Neural Networks And Proximal Policy Optimization From Scratch | 3:58:06 | |
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87. | [C++/OpenGL] Abstract Render Calls & Engine Cleanup | 3:58:06 | |
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88. | Procedural map generation and league of legends | 3:57:51 | |
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89. | [C/C++] Kernel Cheat Engine | Back to IOCTRL's | 3:57:33 | |
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90. | [C/C++] Dead Space 3 - Unpacking | 3:56:06 | |
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91. | [Blender/Houdini/UE5] VAT Fluid Sim | 3:55:30 | |
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92. | [C++] Command Line & Conquer | UI | 3:52:02 | |
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93. | [C/C++] Kernel Driver | More PE32 | Direct IOCTL | 3:51:16 | |
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94. | [CUDA/OGL] Ray Tracing Entrypoint | 3:50:27 | |
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95. | [VCV2/Ableton] DOOM (2016) OST | Main Menu | 3:48:51 | |
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96. | [C++20/OpenGL] Modules & Templates From Jesus | 3:48:44 | |
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97. | [OpenGL] Another minimal attempt | 3:48:13 | |
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98. | [C/C++] Windows Kernel Driver IO | 3:48:11 | |
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99. | [C/C++] Kernel Driver - R/W Virtual Process Memory | 3:47:16 | |
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100. | [WDM Rootkit] Versioned Windows Structs | 3:44:07 | |
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