The official Open-Asset-Importer-Library Repository. Loads 40+ 3D-file-formats into one unified and clean data structure.
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Updated
Apr 14, 2026 - C++
The official Open-Asset-Importer-Library Repository. Loads 40+ 3D-file-formats into one unified and clean data structure.
Source Code Generation for Automatic Differentiation using Operator Overloading
🌐 Fast 3D file format converter in C++ supporting OBJ, 3DS, MA, MB, XSI, LWO, DXF, STL, MAT, DAE.
A simple but powerful header-only C++ DAE (Differential Algebraic Equation) system solver
🌋 Vulkan-based graphics projects for Graphics Programming 2 at Howest DAE (2024). Covers advanced rendering techniques including PBR, normal mapping, environment mapping, sprite rendering, post-processing, and optional compute, geometry, and tessellation shaders.
🚪 Unreal Engine 5 first-person puzzle game created for Game Engine Fundamentals (Howest DAE, 2024). Based on the random theme words piece elimination and glimpse. Solve color-coded energy puzzles, control AIs, and survive sentries to uncover the inevitable end.
🐔 A collection of Programming 3 lab projects from the third semester at Howest DAE (2023). Focused on modern C++ practices, hardware-efficient programming, and deeper system-level understanding through TDD, STL algorithms, and Win32 fundamentals.
🌚 Final project for Software Engineering at Howest DAE (2024). Demonstrates modular C++ development with Lua integration, including three simple mini-games: Pong, Snake, and Breakout. Includes a single final release build.
🟠 Programming 4 final project: Q*bert arcade remake using Minigin. Implements the first three levels with pixel-perfect accuracy, AI and enemy behavior, applying Programming 4 concepts and game programming patterns. Engine/game logic split via static library.
🤖 Template repository for the GitHub Actions lecture in the Software Engineering course at Howest DAE. Includes a minimal workflow example for CI/CD automation.
Educational end assignment, vertical slice of an existing 2D platformer
🪟 The third project of Graphics Programming 1 at Howest DAE (2023) — a DirectX 11 real-time renderer focused on GPU-based rendering. It builds upon the earlier raytracer and rasterizer projects, implementing physically-based shading, lighting, and efficient GPU resource management through the DirectX 11 API.
🛺 CPU-based 3D rasterizer built from scratch as part of DAE’s Graphics Programming 1 course. Implements a full software rendering pipeline — vertex transforms, clipping, rasterization, depth buffering, and PBR shading — closely mirroring the DirectX 11 pipeline.
Open Asset Importer (assimp), loads 40+ 3D-file-formats into one unified data structure
Create pgm map from Gazebo world file for ROS localization
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