Stars
Godot Engine – Multi-platform 2D and 3D game engine
Dear ImGui: Bloat-free Graphical User interface for C++ with minimal dependencies
Notepad++ official repository
A brief computer graphics / rendering course
Filament is a real-time physically based rendering engine for Android, iOS, Windows, Linux, macOS, and WebGL2
Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.
Bullet Physics SDK: real-time collision detection and multi-physics simulation for VR, games, visual effects, robotics, machine learning etc.
World's largest Contributor driven code dataset | Used in Quark Search Engine, @OpenGenus IQ, OpenGenus Visual Project
A PSP emulator for Android, Windows, Mac, Linux and iOS, written in C++. Want to contribute? Join us on Discord at https://discord.gg/5NJB6dD or just send pull requests / issues.
A fast multi-producer, multi-consumer lock-free concurrent queue for C++11
RenderDoc is a stand-alone graphics debugging tool.
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.
Reliable & unreliable messages over UDP. Robust message fragmentation & reassembly. P2P networking / NAT traversal. Encryption.
EASTL stands for Electronic Arts Standard Template Library. It is an extensive and robust implementation that has an emphasis on high performance.
A simple C++11 Thread Pool implementation
Mesh optimization library that makes meshes smaller and faster to render
This repo contains the DirectX Graphics samples that demonstrate how to build graphics intensive applications on Windows.
A Non-Euclidean Rendering Engine for 3D scenes.
Diffusion model(SD,Flux,Wan,Qwen Image,Z-Image,...) inference in pure C/C++
The Forge Cross-Platform Framework PC Windows, Steamdeck (native), Ray Tracing, macOS / iOS, Android, XBOX, PS4, PS5, Switch, Quest 2
ALIEN is a CUDA-powered artificial life simulation program.
One stop solution for all Vulkan samples
Source code for pbrt, the renderer described in the third edition of "Physically Based Rendering: From Theory To Implementation", by Matt Pharr, Wenzel Jakob, and Greg Humphreys.
Lightweight, cross-platform & full-featured shader IDE