Gdevice is a lightweight Parallel Computing framework designed to run CPU and GPU programs promiscuously and maximize general purpose computational power within real-time applications written in C++.
Dependencies:
- C++
- Visual Studio 2008
- OpenGL 4.5
- Windows
The demo application features some of the typical 3D engine features:
- Scene graph
- Rendering
- Processing
- Procedural generation
- Terrain LOD
Some of the best practices, wisely applied in the good professional environments, are overhauled in this hobby project for learning purposes and particularly for answering questions like:
- Can a 3D engine solution build in seconds, like 5 seconds?
- What would the simplest design look like?
- Can source code be written in DRY C++, like Java?
- How can a continuous-unsandboxed terrain LOD scheme work?
- How realistic can a Quasi Physically-Based Rendering get?
- Is some kind of global illumination possible without backing?
- What about atmospheric scattering and volumetric rendering?
- What can procedurally generated content be used for?
- Can materials (albedo, normals, etc.) be generated at run-time?