Nikolay Galko (galek)

galek

Geek Repo

Company:I'm ready for new discoveries

Location:Moscow

Home Page:https://galek.ru

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Organizations
gamedevforks
ILoveAlpine
novaml-com

Nikolay Galko's repositories

BlendELF

BlendELF is a 3d game engine for rapid prototyping and game & virtual reality creation.

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dynamiclightmaps

An OpenGL application written in C that demonstrates dynamic lightmaps.

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Gibbed.MassEffect3

Tools & code for use with Mass Effect 3.

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gl4

A small library for working with OpenGL 4

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gl4_samples_rus

Примеры использования OpenGL 4 на русском языке

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gpufrustum

Parallel (multiple frustum / multiple cullable entities) Frustum culling implementation on the GPU using CUDA

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hesperus

The early version of my 3D map editor and game engine project, now known as hesperus2 since I ported it to CMake.

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libdds

libdds is a library for operating DDS textures. It is able to load DXT1-5 compressed textures, pack/unpack them with different compression algorythms and so on.

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LibGizmo

Gizmo control library for 3D object manipulation (4x4 matrix)

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libtask

a fork of http://code.google.com/p/libtask/

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lua2c

convert Lua source code into an equivalent C source code written in terms of Lua C API calls

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modern-opengl-prezo

HTML Slideshow on Modern OpenGL

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MonkSWF

A flash file (SWF) parser and viewer using OpenVG as the backend. Written in C++. (If you are looking for further development of this project contact me here at github)

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Octree

Octree library in C++

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openal-svn-mirror

A one-time mirror of the full Creative OpenAL SVN repository

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OpenGL-Timestamp-Profiler

A simple CPU/GPU OpenGL-based profiler

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p4-sharp

perforce vcs support library for c# on mono

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Professional_iOS_AugmentedReality

Professional iOS Augmented Reality book (Apress). Code samples

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quake3-ios

Port of Quake 3 Arena to iOS

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RibbonControl

Winforms Ribbon

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smaa-opengl

SMAA OpenGL demo

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spacepart

Frustum culling with an octree and depth sorting with a mergeable heap priority queue

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temporal-lightfield-reconstruction

Open source Git repository for the SIGGRAPH 2011 paper "Temporal Light Field Reconstruction for Rendering Distribution Effects"

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