Project Name | Stars | Downloads | Repos Using This | Packages Using This | Most Recent Commit | Total Releases | Latest Release | Open Issues | License | Language |
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Tinyrenderer | 16,118 | 3 months ago | 38 | other | C++ | |||||
A brief computer graphics / rendering course | ||||||||||
Filament | 15,831 | 2 | 4 | 21 hours ago | 93 | September 20, 2022 | 98 | apache-2.0 | C++ | |
Filament is a real-time physically based rendering engine for Android, iOS, Windows, Linux, macOS, and WebGL2 | ||||||||||
Hazel | 9,582 | 4 days ago | 110 | apache-2.0 | C++ | |||||
Hazel Engine | ||||||||||
Open3d | 8,977 | 19 hours ago | 875 | other | C++ | |||||
Open3D: A Modern Library for 3D Data Processing | ||||||||||
Blender | 8,632 | 4 days ago | other | C | ||||||
Official mirror of Blender | ||||||||||
Fyrox | 6,167 | 2 | 6 | a day ago | 25 | January 07, 2022 | 65 | mit | Rust | |
3D and 2D game engine written in Rust | ||||||||||
Spritejs | 5,071 | 6 | 27 | 6 months ago | 430 | July 03, 2022 | 66 | mit | JavaScript | |
A cross platform high-performance graphics system. | ||||||||||
Tinyraytracer | 4,451 | 3 months ago | 15 | C++ | ||||||
A brief computer graphics / rendering course | ||||||||||
Webglstudio.js | 4,064 | 3 years ago | 31 | mit | JavaScript | |||||
A full open source 3D graphics editor in the browser, with scene editor, coding pad, graph editor, virtual file system, and many features more. | ||||||||||
Ogre | 3,297 | 9 hours ago | 33 | June 21, 2022 | 115 | mit | C++ | |||
scene-oriented, flexible 3D engine (C++, Python, C#, Java) |
"EveryRay" is a rendering engine which is written in C++ and which focuses on quick prototyping of graphical techniques and features. It is lightweight, easy to use and already contains many existing rendering solutions inside.
Supported APIs/platforms (public):
Video demonstrations (scroll down for screenshots):
Note (will be removed with v1.0): after years of development and increased popularity on Github in recent months, I decided to start preparing the release of the first proper version of this project (v1.0). I would like to: add a wiki page, license, refactored structure and, most importantly, clean all the previous functionalities and make them ready to be used by the public.
I originally started developing this project on DX11 several years ago with the mindset of DX11/OpenGL-era APIs (single threaded renderer, immediate context, etc.). However, only recently I added support for DX12 into EveryRay and, unfortunately, I only had time for "1 to 1" port from DX11 to DX12 (which also took many months and is still not 100% ready to replace DX11). That means that DX12 is currently underused in the engine and is not bringing any improvements yet (in performance, for example). This will likely change in the future, as I start refactoring/adding support to many new DX12-era concepts (i.e. async compute, multithreaded command list submission, bindless, etc.). That will take time and serious changes in the architecture of EveryRay, but it would be worth it alongside with other novel features, like DirectX Raytracing or mesh shaders. DX12 can really be more powerful than DX11 when you treat it with care:)
Gamepad is currently not supported/tested with ImGui.
You might increase TDR time of your GPU driver (explained here https://docs.substance3d.com/spdoc/gpu-drivers-crash-with-long-computations-128745489.html).