301. | [C++] ASCII Game Jam | Pacman | Rasterizing | 17 | |
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302. | [CUDA/OGL] Ray Tracing Entrypoint | 17 | |
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303. | [C++] Dead Space 3 DLL Injection | 16 | |
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304. | [C++] GPU Ray-Tracer | Camera Controls | 16 | |
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305. | [C/DeadSpace3] Kernel Driver | UI Impl | 16 | |
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306. | Dark Industrial Techno | 16 | |
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307. | Threatening Ambient Forever | 16 | |
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308. | [Unity] Developing 2D Pixel Shader | 16 | |
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309. | [Doom] Shitty graphics | 16 | |
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310. | [Dungeon Keeper 2] It's good to be bad... | 16 | | Dungeon Keeper 2
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311. | [OpenGL] Vega Refactoring | 16 | |
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312. | [OpenGL] Vega Cross Compiling | 16 | |
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313. | [C++20/OpenGL] GLM Impl & Gizmo Calls | 16 | |
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314. | [C++/OpenGL] GBuffer Validation & Procedural Paths | 16 | |
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315. | [UE5/C++] Hand IK | Spine IK | 16 | | Unreal
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316. | [C++/OpenGL] Continuous Game Of Life | 16 | |
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317. | [Ableton] Can Richard FUNK | 16 | |
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318. | [VCV2/Ableton] A Single Sin ~ & FM | 15 | |
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319. | [OpenGL] Vega Filesystem | 15 | |
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320. | [Unity] Developing GPGPU Accelerated Light Renderer | 15 | |
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321. | [C++/OpenGL] Ship Assets | 15 | |
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322. | [OpenGL] Engine code refactoring | Removing the STL | 15 | |
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323. | [OpenGL] Vega Engine Stuff | 15 | |
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324. | [C/C++] Okami HD Level Editor | 15 | | Ōkami
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325. | [C++] Background Trace-Shader | 15 | |
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326. | [UE5/C++] Weapon IK | 14 | | Second Life
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327. | [Doom] Shitty graphics | 14 | |
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328. | [C/C++] Kernel Driver | More PE32 | 14 | |
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329. | [OpenGL] Prototyping Vega Engine | 14 | |
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330. | Writing a vulkan engine in plain ANSI C99 | 14 | |
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331. | [C/C++] Okami HD Level Editor | 14 | | Ōkami
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332. | [OpenGL] Prototyping Vega Engine | 14 | |
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333. | [VCV2/Ableton] A New Song | 14 | |
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334. | [VCV2/Modular/Synth] Feedback Loops | 14 | |
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335. | [C/C++] Okami HD | Level Editor | 14 | | Ōkami
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336. | [C++/OpenGL] Template Hash Hell | 14 | |
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337. | [C/C++] Dead Space 3 - Trigger Event Scanning | 14 | |
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338. | [Unity] Developing 2D Game | 14 | |
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339. | [C++20/OpenGL] Modules & Templates From Jesus | 14 | |
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340. | [Unity] Developing 2D Game | 13 | |
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341. | [C++] Dead Space 3 DLL Injection | 13 | |
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342. | [UE5/C++] Weapon Camera Alignment | 13 | | Unreal
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343. | [C/OpenGL] Wireframe World & Audio | 13 | |
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344. | [Vulkan] Meson Engine | Core Implementation | 13 | |
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345. | [C++/OpenGL] ZBuffer Blending & Screen Effects | 13 | |
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346. | [Linux] Converting GLSL raytracer into C++ | 12 | |
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347. | [OpenGL] Abstracting VEGA even more | 12 | |
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348. | [Vulkan] Meson Engine | Core Implementation | 12 | |
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349. | [C/C++] Kernel Driver - Sys Hooks | 12 | |
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350. | [Vegas] Soul Eater AMV - Kishin Asura VS Death | 12 | |
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351. | [VCV2/Ableton] DOOM (2016) OST | Main Menu | 12 | |
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352. | Doom Eternal Nightmare Only | 12 | | Doom Eternal
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353. | [C/C++] Windows Kernel Driver IO | 12 | |
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354. | [UE4] 3D Pathfinding | Flow-Maps | 12 | |
|
355. | [Dead Space 2023] NG+ Gameplay | 32:9 (5120x1440) | 60 FPS Psycho Settings | NVIDIA 3080 RTX | 12 | | Dead Space
|
356. | [Vulkan] Meson Engine | 12 | |
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357. | [VCV2/Ableton] Hell For The Company | 12 | |
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358. | [VCV2] Modular Synth Basics | 12 | |
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359. | [C/C++] Okami HD Level Editor | 12 | | Ōkami
|
360. | [OpenGL] Rewriting loaders | Better structures win | 12 | |
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361. | [C/C++] Okami HD Level Editor | 12 | | Ōkami
|
362. | [C++20/OpenGL] GLM Impl & Gizmo Calls | 12 | |
|
363. | [VCV2/Ableton] New Patch with FM & PWM | 12 | |
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364. | Dark Industrial Techno | 12 | |
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365. | [OpenGL] Prototyping Vega Engine | 11 | |
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366. | [C++] Volt Engine | 11 | |
|
367. | Day [2/30] Modular Synth Only Song Challenge | 11 | |
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368. | [C++] GPU Ray-Tracing | 11 | |
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369. | [OpenGL] Prototyping Vega Engine | 11 | |
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370. | [C++/OpenGL] Physics Engine Impl & Cleanup | 11 | |
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371. | [OpenGL] Standardising Vega Engine | 11 | |
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372. | [UE5/C++] Act2 Level Design | 11 | |
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373. | [C++20/Vulkan] Abstract Core Implementation | 11 | |
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374. | [C/C++] Kernel Cheat Engine | Network Interface | 11 | |
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375. | [CUDA/OGL] Ray Tracing | 11 | |
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376. | [C++] Dead Space 3 DLL Injection | 10 | | Dead Space 3
|
377. | [C++] Volt Engine | 10 | |
|
378. | Writing a vulkan engine in plain ANSI C99 | 10 | |
|
379. | [C++] Volt Engine | Shader Loader | 10 | |
|
380. | [PHP] Scraping VST extensions | 10 | |
|
381. | [C++] Redshift Engine | Hot-Loading Cleanup | 10 | | StarCraft
|
382. | [Metal Gear Solid 2] Sons Of Liberty | 10 | | Metal Gear Solid 2: Sons of Liberty
|
383. | [OpenGL] Vega Refactoring | 10 | |
|
384. | [UE5/C++] Foot Sync | Hand IK | 10 | | Unreal
|
385. | [RUST] As Backend | 10 | |
|
386. | [R2] Analyzing Dead Space 3 | 10 | |
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387. | [C/C++] Okami HD Level Editor | 9 | | Ōkami
|
388. | [OpenGL] Vega Engine Stuff | 9 | |
|
389. | [Linux] Creating c++ terminal games from scratch | 9 | |
|
390. | [C++] Command Line & Conquer | Layering | 9 | |
|
391. | [UE5/C++] Weapon IK | 9 | |
|
392. | Writing a vulkan engine in plain ANSI C99 | 9 | |
|
393. | [OpenGL] Standardising Vega Engine | 9 | |
|
394. | [C++] GPU Ray-Tracer | Refactoring | 9 | |
|
395. | [VCV2/Ableton] Spongebob Synth | 8 | |
|
396. | [PHP] Scraping VST extensions | 8 | |
|
397. | [CUDA/OGL] Ray Tracing | 8 | |
|
398. | [C++/OpenGL] VAO - Buffer Layout Structuring | 8 | |
|
399. | [C++/OpenGL] Redshift Scene Serialization | 8 | |
|
400. | [C++] Dead Space 3 DLL Injection | 8 | | Dead Space 3
|