201. | [C++20/OpenGL] GLM Impl & Gizmo Calls | 0 | |
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202. | [OpenGL] Vega Engine | Model Loading | 0 | |
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203. | [C++] ASCII Game Jam | Pacman | MVP' yet again! | 0 | |
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204. | [PHP] Scraping VST extensions | 0 | |
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205. | [Unity] Developing 2D Pixel Shader | 0 | |
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206. | [Tensorflow] CNN | Preparing Some MNIST Training Tensors | 0 | |
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207. | [Vulkan] Installation & Setup | 0 | |
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208. | [OpenGL] Abstracting Vega ImGui | 0 | |
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209. | [OpenGL] Another minimal attempt | 0 | |
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210. | [C++] Command Line & Conquer | Layering | 0 | |
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211. | [C++] Command Line & Conquer | Creating the Context | 0 | |
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212. | [Houdini] Race Track Junctions | 1 | |
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213. | [VCV/Ableton] Tha Doom 2016 Taste | 1 | | Doom
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214. | [C/C++] Kernel Cheat Engine | OpCode Tracing | 1 | |
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215. | Writing a vulkan engine in plain ANSI C99 | 1 | |
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216. | [C++/OpenGL] Physics Engine Impl | 1 | | Doom Eternal
|
217. | [C/Kernel/WinDbg/HyperV] Interrupt Hooks | 1 | |
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218. | [VCV/Ablt] Patching/Sampling - The Facility Patch | 1 | |
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219. | [C++] Prototyping Dynamic Polymorphic Classes | 1 | |
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220. | [C/DeadSpace3] Kernel Driver | Refactoring | Validating | 1 | |
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221. | [DX12] Project Setup & Basics | 1 | |
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222. | [C++20/Vulkan] Abstract Core Implementation | 1 | |
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223. | GPU Particle System [C/Vulkan] | 1 | |
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224. | [OpenGL] Building some shit | 1 | |
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225. | [C++/OpenGL] Camera handling | 1 | |
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226. | [Unity] Developing GPGPU Accelerated Light Renderer | 1 | |
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227. | [UE5/C++] Dead Space Clone | Control Rig Basics | 1 | | Dead Space
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228. | [OpenGL] Vega Cross Compiling | 1 | |
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229. | [C++] GPU Ray-Tracer | Entity Component System | 1 | |
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230. | Food Division | 1 | |
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231. | [Ableton] Searching for Digitalism | 1 | |
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232. | [C/DeadSpace3] Kernel Driver | UI Impl | 1 | |
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233. | [C++] Redshift Engine | Hot-Loading Cleanup | 1 | | StarCraft
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234. | [OpenGL] CMake Stuff && Dynamic Linking && TravisCI | 1 | |
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235. | [C++] Building VCV Plugins | 1 | |
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236. | [C/C++] Dead Space 3 - Unpacking | 1 | |
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237. | [C++20/OpenGL] Modules & Templates From Jesus | 1 | |
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238. | [Dead Space 2023] NG+ Gameplay | 32:9 (5120x1440) | 60 FPS Psycho Settings | NVIDIA 3080 RTX | 1 | | Dead Space
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239. | [R2] Analyzing Dead Space 3 | 1 | |
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240. | [UE5/C++] Code Cleanup & Float Curves | 1 | |
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241. | [C++/OpenGL] Sprite Placement | 1 | |
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242. | [C++] GPU Ray-Tracer | Refactoring | 1 | |
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243. | [VCV] Ableton - Sampling With Bugs | 1 | |
|
244. | [UE5/C++] Enemy AI | 1 | | Unreal
|
245. | [C++/OpenGL] Instancing Space Ships & Steering Physics | 1 | |
|
246. | [C++] Feistel Cipher For Bored Dummies | 1 | |
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247. | [OpenGL] Vega Engine Stuff | 1 | |
|
248. | [C/C++] Windows Kernel Driver IO | 1 | |
|
249. | [DOOM] Nightmare only (҂`_´) | 1 | | Doom Eternal
|
250. | [C++] ASCII Game Jam | Pacman | Rasterizing | 1 | |
|
251. | [C++] Command Line & Conquer | Rewriting The Renderer | 1 | |
|
252. | [VCV2/Ableton] Hell For The Company | 1 | |
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253. | [C/C++] Dead Space 3 - Trigger Event Scanning | 1 | |
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254. | [UE5/C++] Act2 Level Design | 1 | |
|
255. | [VCV/Ableton] Rave Party | 1 | |
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256. | [C/C++] Okami HD Level Editor | 1 | | Ōkami
|
257. | Threatening Ambient Forever | 1 | |
|
258. | [C++] GPU Ray-Tracer | Camera Controls | 1 | |
|
259. | [C++/OpenGL] Redshift Game Engine | 1 | |
|
260. | [C/C++] Kernel Driver | More PE32 | 1 | |
|
261. | [VCV2/Modular/Synth] Heartbeat | 1 | |
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262. | [Vulkan] Doing some abstractions | 1 | |
|
263. | [C++/OpenGL] ACS Parent/Child Transformation Matrices | 1 | |
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264. | [CUDA/OGL] Ray Tracing | 1 | |
|
265. | [C++/OpenGL] Async Context & Asset Loading | 1 | |
|
266. | [Dungeon Keeper 2] It's good to be bad... | 1 | | Dungeon Keeper 2
|
267. | [C/C++] Kernel Driver - R/W Virtual Process Memory | 1 | |
|
268. | [Unity] Visualizing Ray-Tracing and MVP | 1 | |
|
269. | [C++] Building VCV Plugins | 1 | |
|
270. | [Linux] Converting GLSL raytracer into C++ | 1 | |
|
271. | [Unity] Visualizing Ray-Tracing and MVP | 1 | |
|
272. | [Ableton/VCV-Rack] Opus Dei | 1 | |
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273. | [OpenGL] Prototyping Vega Engine | 1 | |
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274. | Dark Industrial Techno | 1 | |
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275. | [VCV2/Ableton] Hell For The Company | 1 | |
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276. | [CE] Trolling Childhood MMORPG | 1 | |
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277. | Writing a vulkan engine in plain ANSI C99 | 1 | |
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278. | [UE5/C++] Fixing Root Motion | 1 | |
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279. | [C++/Win32] LoL Thread Injection | 1 | |
|
280. | [C++/OpenGL] ZBuffer Blending & Screen Effects | 1 | |
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281. | [C++/OpenGL] Camera Handling / Preparing Geometry | 1 | |
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282. | [C/C++] Kernel Driver | Stack Walking | 1 | |
|
283. | [Borderlands 3] And then, one day, I got in! | 1 | |
|
284. | [C++] DRM/KMS | Still Learning | 1 | |
|
285. | [C/C++] Kernel Driver - R/W Virtual Process Memory | 1 | |
|
286. | [Unity] Game Jam | Orbit Camera & Player Controller | 1 | |
|
287. | [C/C++] Okami HD Level Editor | 1 | | Ōkami
|
288. | [OpenGL] Universal Python Dependency Setup | 1 | |
|
289. | [C++20/OpenGL] Modules & Templates From Jesus | 1 | |
|
290. | [VCV2/Ableton] Hell For The Company | 1 | |
|
291. | [CUDA/OGL] Ray Tracing | 1 | |
|
292. | [C++/OpenGL] Continuous Game Of Life | 1 | |
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293. | [Vulkan] Meson Engine | Core Implementation | 1 | |
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294. | [C++20/OpenGL] GLM Impl & Gizmo Calls | 1 | |
|
295. | [UE5/C++] Enemy AI | 1 | | Unreal
|
296. | [OpenGL] Vega Filesystem | 1 | |
|
297. | [C/C++] Kernel Driver - CreateRemoteThread | 1 | |
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298. | [UE5/C++] Weapon IK | 1 | | Second Life
|
299. | [C++] Dead Space 3 - Cheat Engine Gateways | 1 | |
|
300. | [UE5/C++] Dead Space Controller IK | 1 | | Dead Space
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