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The source code for versions 0.6 and later is not publicly available.\n\n## Resources\n\n- [Translating Art into Technology: Physically Inspired Shading in 'Destiny 2'](https://gdcvault.com/play/1025290/Translating-Art-into-Technology-Physically) -\n  Alexis Haraux, Nate Hawbaker (GDC 2018) ([PDF](https://ubm-twvideo01.s3.amazonaws.com/o1/vault/gdc2018/presentations/Haraux_Alexis_Hawbaker_Nate_Translating_Art_Into_Technology.pdf))\n- [The Visual Effects Technology of 'Destiny](https://gdcvault.com/play/1025282/The-Visual-Effects-Technology-of) - Ali\n  Mayyasi, Brandon Whitley (GDC 2018)\n- ['Destiny' Shader Pipeline](https://gdcvault.com/play/1024231/-Destiny-Shader) - Natalya Tatarchuk , Chris Tchou (GDC 2017) ([PDF](https://advances.realtimerendering.com/destiny/gdc_2017/Destiny_shader_system_GDC_2017_v.4.0.pdf))\n- [The Destiny Particle Architecture](https://advances.realtimerendering.com/s2017/Destiny_Particle_Architecture_Siggraph_Advances_2017.pptx) -\n  Brandon Whitley (SIGGRAPH 2017)\n- [Destiny's Multithreaded Rendering Architecture](https://gdcvault.com/play/1021926/Destiny-s-Multithreaded-Rendering) -\n  Natalya Tatarchuk (GDC 2015) ([PDF](https://advances.realtimerendering.com/destiny/gdc_2015/Tatarchuk_GDC_2015__Destiny_Renderer_web.pdf))\n- [Multithreading the Entire Destiny Engine](https://gdcvault.com/play/1022164/Multithreading-the-Entire-Destiny) -\n  Barry Genova (GDC 2015)\n- [Lessons from the Core Engine Architecture of Destiny](https://gdcvault.com/play/1022105/Lessons-from-the-Core-Engine) -\n  Chris Butcher (GDC 2015)\n- [Applied Graphics Research for Video Games](https://advances.realtimerendering.com/destiny/i3d_2015/I3D_Tatarchuk_keynote_2015_for_web.pdf) -\n  Natalya Tatarchuk (I3D 2015)\n- [Creating Content to Drive Destiny's Investment Game](https://advances.realtimerendering.com/destiny/siggraph2014/bungie_gear_production_siggraph_2014_web_ready.pdf) -\n  Natalya Tatarchuk (SIGGRAPH 2014)\n- [Powering up Destiny's Level Creation and Rendering with Umbra 3](https://gdcvault.com/play/1017834/Powering-up-Destiny-s-Level) -\n  Hao Chen, Otso Makinen (GDC 2013)\n- [Destiny: From Mythic Science Fiction to Rendering in Real-Time](https://advances.realtimerendering.com/s2013/Tatarchuk-Destiny-SIGGRAPH2013.pdf) -\n  Natalya Tatarchuk (SIGGRAPH 2013)\n- [Lighting Research at Bungie](https://advances.realtimerendering.com/s2009/SIGGRAPH%202009%20-%20Lighting%20Research%20at%20Bungie.pdf) -\n  Hao Chen, Natalya Tatarchuk (SIGGRAPH 2009)\n","project_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fcohaereo%2Falkahest","html_url":"https://awesome.ecosyste.ms/projects/github.com%2Fcohaereo%2Falkahest","lists_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fcohaereo%2Falkahest/lists"}