{"repo":"ZieIony/Ghurund","free":true,"listed":false,"github":"https://github.com/ZieIony/Ghurund","clone":"git clone https://github.com/ZieIony/Ghurund.git","description":"My DirectX 12 playground - an engine and a bunch of tools and samples.","language":"C++","stars":96,"topics":["directx12","game-engine","physx","hlsl","directx","engine","ui","box2d","windows-11","xaudio2"],"license":"MIT","category":"game-templates","readme_excerpt":"GhurundEngine My DirectX 12 playground. Engine It's written in C++ and HLSL. Uses DirectX 12, PhysX, AngelScript and WinAPI. It's a fourth iteration after one OpenGL engine, one DX9 and one DX11. I have a lot of ideas I would like to code, like support for resource hot reloading, automatic shader parameters, custom UI or keyframe animation system. I'm using a ton of VS features, so you won't be able to compile it with GCC. Game Not really a game right now. More like an app for checking if the engine is fine. Compilation To build your own version you need the following tools. - Visual Studio 2019 - DirectX 12 - PhysX - TinyXML-2 - CRC This project was never intended to be portable, so it can be only build using Visual Studio and run on Windows 10 with DirectX 12 - compatible graphics card. Knowledge sources Documentation and samples - PhysX - MSDN.aspx) - samples and MiniEngine from Microsoft - GPUOpen Libraries & SDKs - X3DAudio Blogs and tutorials - DirectX tutorials - ReadDirectoryChangesW - rendering techniques by Hiago DeSena (DX11) - gamma correct rendering, linear space lighting - PBR - Self Shadow blog - Making a Multiplayer FPS in C++ Books - HLSL Development Cookbook - Real-Time 3D Rendering with DirectX and HLSL License","default_branch":null,"files":null,"tree":[],"storefront":"/r/ZieIony","claimed":false,"request_supported":{"post":"https://gitbuyer.com/r/ZieIony/Ghurund/request-supported","requests":0},"note":"indexed from public GitHub; nothing is for sale on this page. Clone it from GitHub. Paid listings live at /search."}