101. | [C/C++] Kernel Driver - CreateRemoteThread | 64 | |
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102. | [C/C++] Kernel Driver | More PE32 | Direct IOCTL | 63 | |
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103. | [C/C++] Kernel Driver - R/W Virtual Process Memory | 62 | |
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104. | [C++/OpenGL] Async Asset Loading | 61 | |
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105. | [C++/OpenGL] Render Textures & Entity Component System | 61 | |
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106. | [Java] SpigotMC | Creating A Minecraft Plugin | 61 | |
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107. | [C++/OpenGL] GPU Boids Path Following | 60 | |
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108. | [WDM Rootkit] Versioned Windows Structs | 60 | |
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109. | [C/C++] Kernel Driver | NtQuerySystemInformation Yet Again | 60 | |
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110. | [C/C++] Kernel Cheat Engine | Thread Context Tracing | 59 | |
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111. | [C/WinKrnl] CE | C&C RA2 Yuri's Revenge (With Bluescreens) | 57 | | Command & Conquer: Red Alert 2
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112. | [Unity] Visualizing Raytracing Schwarzschild-Radius | 57 | |
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113. | [UE5/C++] Deep Neural Networks And Proximal Policy Optimization From Scratch | 57 | |
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114. | [AMV] Naruto Vs Orochimaru - Doom Titan's Realm (Mick Gordon) | 57 | |
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115. | [C/OpenGL] Minecraft Clone | 57 | |
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116. | [Win64] Kernel Driver | Interrupt Descriptor Table | 56 | |
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117. | [CUDA] Pathtracing SDF | 54 | |
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118. | [C++/OpenGL] Compute Shader Erosion Map Genertion | 53 | |
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119. | [LoL] Kalista.exe | 52 | | League of Legends
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120. | [C/C++] Kernel Driver | UI | 52 | |
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121. | [C/C++] Kernel Cheat Engine | OpCode Tracing | 50 | |
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122. | MSVC C++20 Modules && !!TRUE | 50 | |
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123. | Compute Shader and Instancing [C/Vulkan] | 49 | |
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124. | [C/OpenGL] A Game Engine But In C | 49 | |
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125. | [CUDA/OGL] Ray Tracing | 48 | |
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126. | [UE5/C++] State Machines | 48 | |
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127. | [C++/OpenGL] Instancing Space Ships & Steering Physics | 47 | |
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128. | [C/C++] Kernel Cheat Engine | Back to IOCTRL's | 47 | |
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129. | [UE5/C++] Deep Neural Networks And Proximal Policy Optimization From Scratch | 47 | |
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130. | [Unity] Developing 2D Game AI | 47 | |
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131. | [Houdini] Race Track Junctions | 46 | |
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132. | [OpenGL] Implementing an ECS for Vega | 45 | |
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133. | [UE5/C++] Enemy Attack Behaviors && Foot IK | 45 | | Unreal
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134. | [Vulkan] Installation & Setup | 45 | |
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135. | [C++/OpenGL] Specular & Model Loading | 45 | |
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136. | Writing a vulkan engine in plain ANSI C99 | 44 | |
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137. | [C/C++] Kernel Cheat Engine | Simplification (again) | 44 | |
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138. | [C++/OpenGL] Redshift Game Engine | 44 | |
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139. | [UE5/C++] Deep Neural Networks And Proximal Policy Optimization From Scratch | 44 | |
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140. | [OpenGL] Building Dependencies with CMake | 43 | |
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141. | [C/C++] Kernel Cheat Engine | Network Interface | 43 | |
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142. | Day [1/30] Modular Synth Only Song Challenge | 43 | |
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143. | [UE5/C++] Deep Neural Networks And Proximal Policy Optimization From Scratch | 43 | |
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144. | [CE] Trolling Childhood MMORPG | 42 | |
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145. | [C++/OpenGL] Abstract Render Calls & Engine Cleanup | 42 | |
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146. | [C++/PS2] Jak X | Disassembler | 42 | | Jak X: Combat Racing
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147. | [C++] Dead Space 3 - Inline x86 Assembly Patches | 42 | |
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148. | [VCV/Ableton] Wicked Drum And Bass | 41 | |
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149. | [Unity] Developing 2D Pixel Shader | 40 | |
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150. | [C++/OpenGL] Render Queues & Compute Star Field Effect | 40 | |
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151. | [Dungeon Keeper 2] It's good to be bad... | 39 | | Dungeon Keeper 2
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152. | [C/Kernel/WinDbg/HyperV] Interrupt Hooks | 38 | |
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153. | [OpenGL] Abstracting Vega ImGui | 38 | |
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154. | [Unity] Game Jam | Animation Controller | 38 | |
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155. | [C++/OpenGL] Redshift Game Engine | Model Loading | 38 | |
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156. | [UE5/C++] Tensorflow Proximal Policy Optimization | 38 | |
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157. | Writing a vulkan engine in plain ANSI C99 | 38 | |
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158. | [C/C++] Kernel Cheat Engine | Network Interface | 37 | |
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159. | [UE5/C++] Enemy AI | 37 | | Unreal
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160. | [Unity] Visualizing Ray-Tracing and MVP | 37 | |
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161. | [C/C++] Kernel Driver - R/W Virtual Memory | 37 | |
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162. | [C++/OpenGL] ACS Render Queues & Components & Asset Database | 36 | |
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163. | League of Legends | 36 | | League of Legends
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164. | [UE5/C++] The Ratchet And Clank Project | 36 | | Unreal
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165. | [C++/OpenGL] Cleanup & Compute Star Field Effect | 36 | |
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166. | [WDM Rootkit] Process Thread Control & Memory Scanning | 36 | |
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167. | [C++] ASCII Game Jam | Pacman | Rasterizing | 35 | |
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168. | [C++/OpenGL] Physics Engine Impl | 35 | | Doom Eternal
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169. | [C/C++] Kernel Driver | UI | 35 | |
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170. | [C++] GPU Ray-Tracer | Entity Component System | 35 | |
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171. | [C/DeadSpace3] Kernel Driver | Stack Walking | 35 | |
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172. | [CUDA/OGL] Ray Tracing | 35 | |
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173. | [C++/PS2] Jak X | Disassembler | 34 | | Jak X: Combat Racing
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174. | [C++20/OpenGL] Modules & Templates From Jesus | 34 | |
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175. | [C++/OpenGL] Random Sprite Maps | 34 | |
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176. | [Radare] Analyzing Dead Space 3 | 34 | |
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177. | [Windows Driver] Process Thread Control & Memory Scanning | 34 | |
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178. | [OpenGL] Vega Engine | Framebuffers | 34 | |
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179. | [C/C++] Kernel Driver - More IOCTRL | 34 | |
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180. | [UE5/C++] Dead Space Clone | Control Rig Basics | 34 | | Dead Space
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181. | [Unity] Visualizing Ray-Tracing and MVP | 33 | |
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182. | [C/C++] Okami HD Level Editor | 33 | | Ōkami
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183. | [Borderlands 3] And then, one day, I got in! | 33 | |
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184. | [C++/OpenGL] Async Context & Asset Loading | 32 | |
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185. | [C++/OpenGL] Material Layer Render Order | 32 | |
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186. | [Unity] Visualizing Raytracing Schwarzschild-Radius | 32 | |
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187. | [DX12] Project Setup & Basics | 32 | |
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188. | [Houdini] Procedural Race Track | 32 | |
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189. | Food Division | 32 | |
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190. | [C++] DRM/KMS | Still Learning | 31 | |
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191. | [UE5/C++] Foot Locomotion & Foot Syncing | 31 | | Unreal
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192. | [OpenGL] Another minimal attempt | 31 | |
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193. | [C++] Command Line & Conquer | UI | 31 | |
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194. | [Linux] Converting GLSL raytracer into C++ | 31 | |
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195. | [UE5/C++] Enemy AI | 30 | | Unreal
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196. | [UE5/C++] Enemy AI | 30 | | Unreal
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197. | [Unity] Developing GPGPU Accelerated Light Renderer | 30 | |
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198. | [UE5/C++] FPS Controller | 29 | | Unreal
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199. | [OpenGL] Prototyping Vega Engine | 29 | |
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200. | [CE] Trolling Childhood MMORPG | 29 | |
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