- Amsterdam, Netherlands
- https://www.tverhoef.com
Highlights
- Pro
Stars
EASTL stands for Electronic Arts Standard Template Library. It is an extensive and robust implementation that has an emphasis on high performance.
FPS micro game for testing a kinematic FPS character controller implementation.
Dear ImGui: Bloat-free Graphical User interface for C++ with minimal dependencies
GoogleTest - Google Testing and Mocking Framework
Tiny but powerful single file wavefront obj loader
A multi-platform library for OpenGL, OpenGL ES, Vulkan, window and input
Clustered Forward/Deferred renderer with Physically Based Shading, Image Based Lighting and a whole lot of OpenGL.
A multi core friendly rigid body physics and collision detection library. Written in C++. Suitable for games and VR applications. Used by Horizon Forbidden West and Death Stranding 2.
💡 Experimental real-time global illumination renderer 🦀
Mesh optimization library that makes meshes smaller and faster to render
A framework for rapid prototyping and development of real-time rendering techniques.
I'm using this repository to learn how to work with WebGPU (native C++) and deploy WebGPU applications to 3dgep.com.
C++ examples for the Vulkan graphics API
A collection of tools, libraries, and tests for Vulkan shader compilation.
Single-header dependency-free BVH construction and traversal library.
Surf is a simple CPU and Wavefront capable path tracer.
Easy to integrate Vulkan memory allocation library
Source code to pbrt, the ray tracer described in the forthcoming 4th edition of the "Physically Based Rendering: From Theory to Implementation" book.