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PowerPC Windows NT ported to Nintendo GameCube/Wii/Wii U
Advanced Open Source C++ Game Engine with multi-threaded Vulkan rendering
Reactor is an experimental set of extensions to WinUI
A collection of headers I commonly use. Not meant to be stable.
Windows.UI.Composition Win32 Samples
A shared-nothing, thread-per-core concurrency framework. Designed for massive concurrency because There Is No Alternative (TINA)
Direct interop Code for .NET Framework, .NET Core and .NET 5+ : DXGI, WIC, DirectX 9 to 12, Direct2D, Direct Write, Direct Composition, Media Foundation, WASAPI, CodecAPI, GDI, Spatial Audio, DVD, …
💥 Blazing fast terminal file manager written in Rust, based on async I/O.
A curated list of data oriented design resources.
🔍 A Hex Editor for Reverse Engineers, Programmers and people who value their retinas when working at 3 AM.
Library for reducing tail latency in RAM reads
Audio-reactive GPU shader visualizations for WinUI 3
A space to collaborate and engineer solutions from the prototyping stage all the way through polished finalized component for the Windows Community Toolkit.
A simple software rasterizer running on a WebGPU compute shader. Built for educational purposes.
Fast, accurate & comprehensive text measurement & layout
Colorizing text editor for Dear ImGui
Render and interact with the same DWM visual in separate processes
Windows Interface Composition Engine is a .NET C# UI engine for creating Windows application.
Demonstrates implementation of the Windows 10 Acrylic Effect on C++ Win32 Apps using DWM Private APIs and Direct Composition
Provides more in-depth trackpad messages to windows than win32 does by default
A game engine with a fully bindless, GPU-driven renderer featuring real-time path-traced global illumination, hardware ray tracing, and a physics simulation running at 200Hz, built over 10+ years o…