{"repo":"cohaereo/alkahest","free":true,"listed":false,"github":"https://github.com/cohaereo/alkahest","clone":"git clone https://github.com/cohaereo/alkahest.git","description":"Multi-tool for viewing Destiny 2 assets, with a focus on an accurate recreation of the renderer","language":"Rust","stars":85,"topics":["destiny","directx","renderer","reverse-engineering","bungie","destiny2","game-engine","tiger"],"license":"GPL-3.0","category":"game-templates","readme_excerpt":"Alkahest Resources - Translating Art into Technology: Physically Inspired Shading in 'Destiny 2' - Alexis Haraux, Nate Hawbaker (GDC 2018) (PDF) - The Visual Effects Technology of 'Destiny - Ali Mayyasi, Brandon Whitley (GDC 2018) - 'Destiny' Shader Pipeline - Natalya Tatarchuk , Chris Tchou (GDC 2017) (PDF) - The Destiny Particle Architecture - Brandon Whitley (SIGGRAPH 2017) - Destiny's Multithreaded Rendering Architecture - Natalya Tatarchuk (GDC 2015) (PDF) - Multithreading the Entire Destiny Engine - Barry Genova (GDC 2015) - Lessons from the Core Engine Architecture of Destiny - Chris Butcher (GDC 2015) - Applied Graphics Research for Video Games - Natalya Tatarchuk (I3D 2015) - Creating Content to Drive Destiny's Investment Game - Natalya Tatarchuk (SIGGRAPH 2014) - Powering up Destiny's Level Creation and Rendering with Umbra 3 - Hao Chen, Otso Makinen (GDC 2013) - Destiny: From Mythic Science Fiction to Rendering in Real-Time - Natalya Tatarchuk (SIGGRAPH 2013) - Lighting Research at Bungie - Hao Chen, Natalya Tatarchuk (SIGGRAPH 2009)","default_branch":null,"files":null,"tree":[],"storefront":"/r/cohaereo","claimed":false,"request_supported":{"post":"https://gitbuyer.com/r/cohaereo/alkahest/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."}