101. | [UE5/C++] Deep Neural Networks And Proximal Policy Optimization From Scratch | 2 | |
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102. | [C++20/OpenGL] Moduls & Templates From Jesus | 2 | |
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103. | Writing a vulkan engine in plain ANSI C99 | 2 | |
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104. | [UE5/C++] Tensorflow Proximal Policy Optimization | 2 | |
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105. | GPU Animation System | 2 | |
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106. | [Unity] Developing 2D Pixel Shader | 2 | |
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107. | Writing a vulkan engine in plain ANSI C99 | 2 | |
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108. | Writing a vulkan engine in plain ANSI C99 | 2 | |
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109. | [C/C++] Windows Kernel Driver IO | 2 | |
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110. | [C/C++] Okami HD Level Editor | 2 | | Ōkami
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111. | [EAC] Analysing Binary | 2 | |
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112. | [Linux] Creating simple matrix rain | 2 | |
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113. | [C/C++] Kernel Driver | More PE32 | Direct IOCTL | 2 | |
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114. | [C++/OpenGL] Camera Trigonometry & Matrices | 2 | |
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115. | [C/Kernel/WinDbg/HyperV] Interrupt Hooks | 2 | |
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116. | [C/C++] Kernel Cheat Engine | Network Interface | 2 | |
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117. | [C++] DRM/KMS | Learning The Basics | 2 | |
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118. | MSVC C++20 Modules && !!TRUE | 2 | |
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119. | [Windows Driver] Process Thread Control & Memory Scanning | 2 | |
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120. | [Unity] Visualizing Raytracing Schwarzschild-Radius | 2 | |
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121. | Dark Industrial Techno | 2 | |
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122. | [C/OpenGL] A Game Engine But In C | 2 | |
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123. | [Linux] Creating realtime terminal raytracer | 2 | |
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124. | [CE] Trolling Childhood MMORPG | 2 | |
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125. | [C/C++] Kernel Driver - R/W Virtual Memory | 2 | |
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126. | [C/C++] Okami HD Level Editor | 2 | | Ōkami
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127. | [Unity] Developing GPGPU Accelerated Light Renderer | 2 | |
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128. | [C/C++] Okami HD Level Editor | 1 | | Ōkami
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129. | [Ableton/VCV-Rack] Opus Dei | 1 | |
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130. | [UE5/C++] Act2 Level Design | 1 | |
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131. | [C++/OpenGL] Sprite Placement | 1 | |
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132. | [Dead Space 2023] NG+ Gameplay | 32:9 (5120x1440) | 60 FPS Psycho Settings | NVIDIA 3080 RTX | 1 | | Dead Space
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133. | [VCV/Ableton] Rave Party | 1 | |
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134. | [C/C++] Okami HD Level Editor | 1 | | Ōkami
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135. | [C/C++] Kernel Cheat Engine | OpCode Tracing | 1 | |
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136. | Writing a vulkan engine in plain ANSI C99 | 1 | |
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137. | [VCV/Ableton] Tha Doom 2016 Taste | 1 | | Doom
|
138. | [UE5/C++] Enemy AI | 1 | | Unreal
|
139. | [C++/OpenGL] Redshift Game Engine | 1 | |
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140. | [UE5/C++] Foot Locomotion & Foot Syncing | 1 | | Unreal
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141. | [C/DeadSpace3] Kernel Driver | Refactoring | Validating | 1 | |
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142. | [Ableton] Searching for Digitalism | 1 | |
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143. | [C++] Prototyping Dynamic Polymorphic Classes | 1 | |
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144. | [C/C++] Windows Kernel Driver IO | 1 | |
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145. | [C++/OpenGL] ACS Parent/Child Transformation Matrices | 1 | |
|
146. | [C/C++] Kernel Cheat Engine | Network Interface | 1 | |
|
147. | [C++/OpenGL] Camera handling | 1 | |
|
148. | [C++20/OpenGL] Modules & Templates From Jesus | 1 | |
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149. | [C++] Command Line & Conquer | Rewriting The Renderer | 1 | |
|
150. | [Unity] Developing 2D Game | 1 | |
|
151. | [C++] GPU Ray-Tracer | Entity Component System | 1 | |
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152. | [UE5/C++] Act2 Level Design | 1 | |
|
153. | [C/C++] Okami HD Level Editor | 1 | | Ōkami
|
154. | [C++20/OpenGL] Modules & Templates From Jesus | 1 | |
|
155. | [Unity] Developing 2D Game | 1 | |
|
156. | [C++] Building VCV Plugins | 1 | |
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157. | Procedural map generation and league of legends | 1 | |
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158. | [VCV2/Ableton] Hell For The Company | 1 | |
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159. | [CUDA/OGL] Ray Tracing | 1 | |
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160. | [UE5/C++] Dead Space Controller IK | 1 | | Dead Space
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161. | [C++/OpenGL] Continuous Game Of Life | 1 | |
|
162. | [Vulkan] Meson Engine | Core Implementation | 1 | |
|
163. | [Unity] Visualizing Ray-Tracing and MVP | 1 | |
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164. | [C/C++] Kernel Driver - R/W Virtual Memory | 1 | |
|
165. | [UE5/C++] Enemy AI | 1 | | Unreal
|
166. | [OpenGL] Vega Filesystem | 1 | |
|
167. | [C++] GPU Ray-Tracer | Entity Component System | 1 | |
|
168. | [CE] Trolling Childhood MMORPG | 1 | |
|
169. | [C/DeadSpace3] Kernel Driver | UI Impl | 1 | |
|
170. | [C/C++] Kernel Driver - R/W Virtual Process Memory | 1 | |
|
171. | [C/Kernel/WinDbg/HyperV] Interrupt Hooks | 1 | |
|
172. | Day [1/30] Modular Synth Only Song Challenge | 1 | |
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173. | [C++] GPU Ray-Tracer | 1 | |
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174. | [C++/OpenGL] ZBuffer Blending & Screen Effects | 1 | |
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175. | [Unity] Visualizing Ray-Tracing and MVP | 1 | |
|
176. | [C++20/Vulkan] Abstract Core Implementation | 1 | |
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177. | [VCV/Ableton] Rave Party | 1 | |
|
178. | [Borderlands 3] And then, one day, I got in! | 1 | |
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179. | [UE5/C++] Hand IK | Spine IK | 1 | |
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180. | [UE5/C++] Code Cleanup & Float Curves | 1 | |
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181. | [VCV2/Ableton] New Patch with FM & PWM | 1 | |
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182. | [Unity] Game Jam | Orbit Camera & Player Controller | 1 | |
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183. | [Houdini] Race Track Junctions | 1 | |
|
184. | [C++/OpenGL] Instancing Space Ships & Steering Physics | 1 | |
|
185. | [UE5/C++] Dead Space Clone | Control Rig Basics | 1 | | Dead Space
|
186. | Writing a vulkan engine in plain ANSI C99 | 1 | |
|
187. | [VCV/Ablt] Patching/Sampling - The Facility Patch | 1 | |
|
188. | [DOOM] Nightmare only (҂`_´) | 1 | | Doom Eternal
|
189. | [C/C++] Kernel Driver - More IOCTRL | 1 | |
|
190. | [C/C++] Kernel Driver - Bypass DSE flag | 1 | |
|
191. | [C/C++] Okami HD Level Editor | 1 | | Ōkami
|
192. | [VCV] Ableton - Sampling With Bugs | 1 | |
|
193. | [C++] Command Line & Conquer | UI | 1 | |
|
194. | [C++/OpenGL] ACS Parent/Child Transformation Matrices | 1 | |
|
195. | [C/C++] Kernel Driver | More PE32 | 1 | |
|
196. | [OpenGL] Vega Engine Stuff | 1 | |
|
197. | [C/C++] Dead Space 3 - Trigger Event Scanning | 1 | |
|
198. | [UE5/C++] Deep Neural Networks And Proximal Policy Optimization From Scratch | 1 | |
|
199. | [UE5/C++] Weapon IK | 1 | | Unreal
|
200. | Food Division | 1 | |
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