1. | [Unity] Creating deformable marching cubes terrain | 55 | |
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2. | [Unity] Creating space rts game | 23 | | Elite: Dangerous
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3. | [Unity] Creating procedural endless marching squares terrain | 11 | |
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4. | [Unity 3D] Space Sim #1 - Controller/Camera Basic | 9 | |
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5. | [Unity] Developing 2D Pixel Shader | 7 | |
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6. | [Linux] Creating ANSI terminal Ray-Tracing engine | 6 | |
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7. | [AMV] Naruto Vs Pain - New Millenium Cyanide Christ (Meshuggah) | 6 | |
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8. | [Unity 3D] Space Sim #3 - BasicAI/CameraShake | 4 | |
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9. | [OpenGL] Engine code refactoring | Removing the STL | 4 | |
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10. | [Unity 3D] Space RTS #1 Basic Camera/Ship Movement | 4 | | StarCraft
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11. | [Win10/11] VM Setup via Hyper-V & GPU Passthrough | 4 | |
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12. | [Unity] Creating galactic swarm agents | 4 | |
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13. | Hyperion Engine - Early Profiler | 3 | |
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14. | [C++] Dead Space 2 - Cheat Engine | 3 | |
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15. | Mr. Krabs Electric Zoo Song | 3 | |
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16. | Mr. Krabs Arrgh Song | 3 | |
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17. | [C/Win] Kernel Cheat Engine 2 | KDBG2 | 2 | |
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18. | [C/C++] Kernel Driver - Bypass ObRegisterCallback | 2 | |
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19. | [Unity 3D] Space Sim #4 - Loginscreen/TurretAI/LeanTween | 2 | | PlanetSide 2
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20. | Hyperion Engine - Early Demo | 2 | |
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21. | [VCV/Ablt] Patching/Sampling - The Facility Patch | 2 | |
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22. | Voltage Peak | Demo Sample | 2 | |
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23. | Hyperion Engine - Early Animation System | 2 | |
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24. | [C/C++] Kernel Driver - R/W Virtual Memory | 2 | |
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25. | [OpenGL] Vega Engine | Model Loading | 2 | |
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26. | It's Inside | Demo Sample | 2 | |
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27. | [C/C++] Kernel Driver - KeStackAttachProcess | 1 | |
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28. | [VCV2/Ableton] A New Song | 1 | |
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29. | [C++/OpenGL] ACS Parent/Child Transformation Matrices | 1 | |
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30. | [Win64] Kernel Driver | Interrupt Descriptor Table | 1 | |
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31. | [C/C++] Kernel Cheat Engine | OpCode Tracing | 1 | |
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32. | [AMV] Konan Vs Obito - Matrix Burly Brawl (Don Davis vs Juno Reactor) | 1 | |
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33. | [C++/OpenGL] Camera handling | 1 | |
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34. | [C++/OpenGL] Specular & Model Loading | 1 | |
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35. | [Dungeon Keeper 2] It's good to be bad... | 1 | | Dungeon Keeper 2
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36. | [UE5/C++] Drunkard's Walk | 1 | |
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37. | Day [2/30] Modular Synth Only Song Challenge | 1 | |
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38. | [TS] WEBGL | Debug Shaders | 1 | |
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39. | [C++] GPU Ray-Tracer | Entity Component System | 1 | |
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40. | [x64/WinDbg] Kernel Driver | Interrupt Hook | 1 | |
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41. | [UE5/Blender] Humanoid Rigging | 1 | | Second Life
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42. | [VCV/Ableton] Wicked Drum And Bass | 1 | |
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43. | [Win10/11] VM Setup via Hyper-V & GPU Passthrough | 1 | |
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44. | [Unity] Creating visual electric spark effect | 1 | |
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45. | [VCV2] Modular Synth Basics | 1 | |
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46. | [Dungeon Keeper 2] It's good to be bad... | 1 | | Dungeon Keeper 2
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47. | [Unity 3D] Space Sim #2 - Controller/Camera Update | 1 | |
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48. | [AMV] Naruto Vs Orochimaru - Doom Titan's Realm (Mick Gordon) | 1 | |
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49. | [C/C++] Kernel Driver - Suspend/Resume Processes | 1 | |
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50. | [C++20/Vulkan] Abstract Core Implementation | 1 | |
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51. | Skyward Fire - Modular Synth Interstellar Cover | 1 | |
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52. | Food Division | 1 | |
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53. | [C/C++] Kernel Driver - CreateRemoteThread | 1 | |
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54. | [C++] Dead Space 3 - Cheat Engine | 1 | |
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55. | [OpenGL] Building Dependencies with CMake | 1 | |
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56. | Patrick Star Leather Pants Song | 1 | |
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57. | [UE5/C++] Code Cleanup & Float Curves | 1 | |
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58. | Hyperion Engine - Early GPU Animation System | 1 | |
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59. | Hyperion Engine - Early Model Loading | 0 | |
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60. | Compute Shader and Instancing [C/Vulkan] | 0 | |
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61. | VCV Rack - Massive Demonic Ambient Presence | 0 | |
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62. | Reactor5 Catastrophe | Demo Sample | 0 | |
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63. | [WDM Rootkit] Process Thread Control & Memory Scanning | 0 | |
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64. | GPU Particle System [C/Vulkan] | 0 | |
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65. | Writing a vulkan engine in plain ANSI C99 | 0 | |
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66. | [UE5/C++] Weapon Camera Alignment | 0 | |
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67. | [C/C++] Okami HD Level Editor | 0 | | Ōkami
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68. | [C++/OpenGL] Redshift Asset Database | 0 | |
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69. | [C++/OpenGL] Instancing Space Ships & Steering Physics | 0 | |
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70. | [VCV2/Ableton] Cultist Base | 0 | |
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71. | [Dead Space 2023] NG+ Gameplay | 32:9 (5120x1440) | 60 FPS Psycho Settings | NVIDIA 3080 RTX | 0 | | Dead Space
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72. | [C/C++] Kernel Cheat Engine | Network Interface | 0 | |
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73. | [VCV/Ableton] Rave Party | 0 | |
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74. | [C++/OpenGL] Physics Engine Impl | 0 | | Doom Eternal
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75. | [C++] Volt Engine | 0 | | StarCraft
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76. | [VCV2/Ableton] Hell For The Company | 0 | |
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77. | [Blender/Houdini/UE5] VAT Fluid Sim | 0 | |
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78. | [C/C++] Kernel Driver | NtQuerySystemInformation Yet Again | 0 | |
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79. | [C++/OpenGL] Redshift Game Engine | 0 | |
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80. | [C++/OpenGL] Single Header Engine | 0 | |
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81. | [DOOM] Nightmare only (҂`_´) | 0 | | Doom Eternal
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82. | [UE5/C++] Dead Space Clone | Control Rig Basics | 0 | | Dead Space
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83. | [UE5/C++] Enemy AI | 0 | | Unreal
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84. | [C/C++] Kernel Driver - R/W Virtual Process Memory | 0 | |
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85. | [C++/OpenGL] ACS Parent/Child Transformation Matrices | 0 | |
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86. | [Radare] Analyzing Dead Space 3 | 0 | |
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87. | [OpenGL] Vega Refactoring | 0 | |
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88. | [C/Kernel/WinDbg/HyperV] Interrupt Hooks | 0 | |
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89. | [C/C++] Windows Kernel Driver IO | 0 | |
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90. | [C++/OpenGL] VAO - Buffer Layout Structuring | 0 | |
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91. | [C++] Buffered Geometry Cubes | 0 | |
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92. | [DX12] Project Setup & Basics | 0 | |
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93. | [C++] ASCII Game Jam | Pacman | Rasterizing | 0 | |
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94. | [C/WinKrnl] CE | C&C RA2 Yuri's Revenge (With Bluescreens) | 0 | | Command & Conquer: Red Alert 2
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95. | Squidward The Pickle Song | 0 | |
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96. | [C++] Dead Space 3 DLL Injection | Parsing Process Memory | 0 | |
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97. | [OpenGL] Vega Engine | ImGUI | 0 | |
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98. | [Unity] Developing GPGPU Accelerated Light Renderer | 0 | |
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99. | [C++] Template Component System | 0 | |
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100. | [C++/OpenGL] Redshift Asset Database | 0 | |
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