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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

Motivation

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?

Screenshots

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