Konlil's repositories

brofiler

C++ Profiler For Games

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Artemis-Cpp

A C++ port of Artemis Entity System Framework

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bgfx

Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.

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cpp_python_stacktrace

show python and cpp mix stack trace

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CPPGameLauncher

A game launcher/updater/patcher written in C++ for the Windows platform.

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DistanceMatching

Distance matching plugin

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Downloader

A library for resuming and multi-part/multi-threaded downloads in .NET written in C#

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Game-Programming-Patterns-CN

《游戏编程模式》中文版

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GASDocumentation

My understanding of Unreal Engine 4's GameplayAbilitySystem plugin with a simple multiplayer sample project.

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GASShooter

Advanced FPS/TPS Sample Project for Unreal Engine 4's GameplayAbilitySystem plugin

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generative-ai-for-beginners

12 Lessons, Get Started Building with Generative AI 🔗 https://microsoft.github.io/generative-ai-for-beginners/

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GenericMessagePlugin

A complete event system solution for Unreal Engine : Send or Receive Message everywhere!

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glm

OpenGL Mathematics (GLM)

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GT

GT (Great Tit) is a portable debugging tool for bug hunting and performance tuning on smartphones anytime and anywhere just as listening music with Walkman. GT can act as the Integrated Debug Environment by directly running on smartphones.

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ImageGlass

A lightweight, versatile image viewer

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imgui

Dear ImGui: Bloat-free Immediate Mode Graphical User interface for C++ with minimal dependencies

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KUtils

My Utilities

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PyQt

PyQt Examples(PyQt各种测试和例子) PyQt4 PyQt5

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renderdoc2fbx

renderdoc python extension for exporting FBX file

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scratch-flash

Open source version of the Scratch 2.0 project editor. This is the basis for the online and offline versions of Scratch found on the website.

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ShaderGen

Proof-of-concept library for generating HLSL, GLSL, and Metal shader code from C#,

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verysleepy

Very Sleepy, a polling CPU profiler

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VolumeTiledForwardShading

A demo that I created for my Master thesis that demonstrates a rendering technique called Volume Tiled Forward Shading. This technique is based on Tiled and Clustered Forward Shading (Olsson, 2012)

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