Ecosyste.ms: Awesome
An open API service indexing awesome lists of open source software.
anything_about_game
A wonderful list of Game Development resources.
https://github.com/killop/anything_about_game
Last synced: 4 days ago
JSON representation
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知识库软件/笔记软件/思维构造工具
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文案排版
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C#
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Embed-Script/VM/
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FPS
- inko
- chaos
- libffi
- dyncall
- quickjs
- coreVM
- fanx
- neos - platform (C++) universal compiler that can theoretically compile any scripting/programming language.
- inko
- chaos
- nekovm
- terralang
- halide
- tuyin
- quickjs
- coreVM
- fanx
- mun
- beef - oriented compiled programming language which has been built hand-in-hand with its IDE environment. The syntax and many semantics are most directly derived from C#, while attempting to retain the C ideals of bare-metal explicitness and lack of runtime surprises, with some "modern" niceties inspired by languages such as Rust, Swift, and Go
- quickjs
- coreVM
- fanx
- neos - platform (C++) universal compiler that can theoretically compile any scripting/programming language.
- inko
- chaos
- tuyin
- libffi
- dyncall
- terralang
- tuyin
- libffi
- dyncall
- fanx
- tuyin
- dascript - level, statically strong typed scripting language, designed to be fast as embeddable ‘scripting’ language for C++ performance critical applications like games.
- chaos
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Awesome-Game
- gamextech - based knowledge management system for visualizing game related technologies.
- cpp_youtube_channels
- programming-talks
- awesome-modern-cpp
- GameDevelopmentLinks - development links including, but not restricted to, development with MonoGame.
- awesome-glsl
- cpp_blogs
- awesome-rtx
- zalo.github.io
- awesome-gamedev
- gamedev-resources
- awesome-ray-tracing
- hall-of-fame
- awesome-collision-detection
- AwesomePerfCpp
- awesome-d3d12
- awesome-bits
- cpplinks
- awesome-design
- awesome-gamedev
- modern-cpp-tutorial
- awesome-wgpu
- data-oriented-design
- 3D-Machine-Learning
- awesome-unity-games - source Unity games.
- awesome-gametalks
- awesome-cpp - ... stuff.
- awesome-gametalks
- awesome-mental-health
- awesome-cg-vfx-pipeline - source technologies that help in the process of building a pipeline for CG and VFX productions
- Game Maker Toolkit Notebook
- build-your-own-x
-
News
- zig-gamedev
- fun-with-computer-graphics
- graphicsweeklynews
- unity-grenoble
- vfx_good_night_reading
- nvlabs
- rawg
- indienova
- gamedev
- rust-gamedev
- acm
- replicability
- Graphics Programming weekly
- shaders
- USTC3D
- TA周刊
- pdcxs-专注计算机艺术,创意编程
- RedYans-收集狂
- ea.seed
- betterexplained
- dreamworks
- pixar
- disney
- gpuopen papers
- paperbug
- cgpress
- artstation
- tech-artists
- cgchannel
- polycount
- 80.lv
- deviantart
- cgjoy
- element3ds
- anandtech
- bit-tech
- hothardware
- bjorn3d
- hardforum
- game-dev-digest
- unity-weekly
- UnityRoadMap
- TA后备隐藏能源(持续更新嗷)
- Unity技术美术
- graphics-developer-roadmap
- 独立游戏共建知识百科
- 图形渲染weekly
-
Person/Social/Blogs
- troyhunt
- timheuer
- thedatafarm
- haacked
- ploeh
- cazzulino
- visualstudio
- Unity - L.S的博客
- mayidong
- diharaw
- nvjob
- jasonbooth
- andbc
- joyrok
- psgraphics
- alinloghin
- danielilett
- theinstructionlimit
- Herman Tulleken
- therealmjp
- fasterthan
- maxkruf
- astralcode
- elopezr
- kosmonautblog
- thomaspoulet
- aschrein
- morad
- simoncoenen
- alain
- granskog
- roystan
- darioseyb
- roar11
- cyanilux
- ciechanow
- gametorrahod
- 游戏及相关CG行业知识分享大V全整合
- blogsilove
- 日落间
- Unity尧明
- blurredcode
- zznewclear13
- eukky
- Neo Zheng
- guardhei
- 萤火之森
- 小朋友
- 聂述龙
- Lost Gate
- noodle1983
- musoucrow
- bentleyblanks
- huanime
- yuqiaozhang
- skywind
- TraceYang的空间 关注跨平台次世代游戏开发
- geekfaner
- dingxiaowei
- 静风霁
- 彭怀亮
- 代码如诗
- Heskey0
- Dalton
- 有木酱的小屋
- 钱康来
- chenanbao
- 秦春林
- 宾狗
- Tim's Blog
- dev666
- Unity - L.S的博客
- 杨文聪
- Flyfish
- wuch441692
- A-SHIN
- 苍白的茧
- 谢乃闻
- 陆泽西
- KillerAery
- 笨木头
- Ulysses
- lt-tree
- Yimi的小天地
- 蒋信厚
- 风蚀之月
- aicdg
- xinzhuzi
- x-tesla
- 只剩一瓶辣椒酱
- 庄懂-BoyanTat
- Flynnmnn
- 天守魂座_雪风
- 周明倫
- sunweizhe
- 张蕾
- 重归混沌
- 卡姐
- glooow1024
- articles-blog-posts-index
- jeremyong
- shaderbits
- theorangeduck
- gamehacker1999
- coffeebraingames
- frederikaalund
- astroukoff
- bgolus
- yiningkarlli
- martindevans
- mellinoe
- nfrechette
- atteneder
- gabormakesgames
- goatstream
- realtimecollisiondetection
- imgeself
- lidia-martinez
- rg3
- falstad
- techartaid
- baba-s hatenablog
- UnityGems
- pydonzallaz
- aras-p.info
- sandervanrossen
- timjones
- Ming Wai Chan
- thomasdeliot
- Natalya Tatarchuk
- pbbastian
- iquilezles
- catlikecoding
- hvidtfeldts
- prideout
- filmicworlds
- thetenthplanet
- gamedevbill
- kode80
- rorydriscoll
- john-chapman-graphics
- graphicrants
- colinbarrebrisebois
- martinsh
- interplayoflight
- bartwronski
- seblagarde
- anteru
- 0fps
- ashoulson
- wunkolo
- blackmatov
- joshpeterson
- zeltergame
- Scott Hanselman's Blog
- alvinashcraft
- maartenballiauw
- jimmybogard
- west-wind
- jetbrains
- strathweb
- dontcodetired
- iquilezles
- mayidong
- uchart作者
- mfatihmar
- pizi0475
- gameKnife
- FishMan的技术专栏
- Dezeming family
- Hallucinations
- Jackson Dunstan
- Jonathan Dupuy
- Sebastian Aaltonen
- Tim Cooper github - stramit) working at Unity Technologies on Unity.
- Kleber Garcia
- kode80
- uchart作者
- uchart作者
- 极客红叶会-geekbrh
- 马三小伙儿
- 宣雨松
- 烟雨迷离半世殇
- 刘利刚
- 东明的博客
- 恶霸威
- 涂月观
- 恶毒的狗
- 查利鹏
- 王爱国
- 大鹏的专栏
- 文刀秋二
- NoiRCCC
- 行尸走油肉的笔记
- 云风
- 大熊
- 浅墨
- 冯乐乐
- 木木猫
- 毛星云
- 洛城
- 叛逆者
- 房燕良
- 尹豆
- 渔夫
- alinenormoyle
- andbc
-
ComputerGraphics && Shadingv
- ambientCG - Public Domain materials for Physically Based Rendering
- GPU Optimization for GameDev
- amplify-impostors
- Tel Aviv University-Graphics
- The Hebrew University of Jerusalem Israel-Graphics
- Computer Animation and Social Agents 2020
- shaders-limiter
- siggraph-2021-links
- China Israel Bi-National Conference 2009
- Computational Visual Media 2012
- IEEE Transaction on Visualizations and Computer Graphics
- Journal of Computer Animation and Virtual Worlds - 427X/issues)
- The Visual Computers
- Arizona-CAGD
- University of Virginia- Graphics
- Hanyang U-Voronoi Diagram
- Harvard-Graphics, Vision & Interaction
- HKU-Geometric Computing
- >HKUST-Vision&Graphics
- Kentucky-Graphics & Geometric Modeling
- UC San Diego-Graphics
- Utah-Geometric Design and Computation
- bs::framework - Modern C++14 library for the development of real-time graphical applications [github](https://github.com/GameFoundry/bsf) ![GameFoundry/bsf](https://img.shields.io/github/stars/GameFoundry/bsf.svg?style=social&label=Star&maxAge=2592000)]
- Diligent Engine - Modern cross-platform low-level graphics library. [github](https://github.com/DiligentGraphics/DiligentEngine) ![DiligentGraphics/DiligentEngine](https://img.shields.io/github/stars/DiligentGraphics/DiligentEngine.svg?style=social&label=Star&maxAge=2592000)]
- Falcor - Real-time rendering framework designed specifically for rapid prototyping. [github](https://github.com/NVIDIAGameWorks/Falcor) ![NVIDIAGameWorks/Falcor](https://img.shields.io/github/stars/NVIDIAGameWorks/Falcor.svg?style=social&label=Star&maxAge=2592000)]
- Computer Graphics International 2020
- Euographics EuroVis 2020
- 2020
- Solid and Physical Modeling 2007
- 2020
- KAUST-GMSV
- Rice-Graphics & Geometric design
- SNU-3D modeling & Processing
- South Florida-CAD
- UC Davis-CAD&manufacturing
- UCL-Virtual Environments & Computer Graphics
- UIUC-Graphics
- Washington Univ. St. Louis - Media and Machines
- bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style library. [github](https://github.com/bkaradzic/bgfx) ![bkaradzic/bgfx](https://img.shields.io/github/stars/bkaradzic/bgfx.svg?style=social&label=Star&maxAge=2592000)]
- Magnum - Lightweight and modular graphics middleware for games and data visualization. [github](https://github.com/mosra/magnum) ![mosra/magnum](https://img.shields.io/github/stars/mosra/magnum.svg?style=social&label=Star&maxAge=2592000)]
- OGRE3D - Scene-oriented flexible 3D engine written in C++. [bitbucket](https://bitbucket.org/sinbad/ogre)]
- a-review-of-shader-languages
- spir
- AMD Developer Guides, Manuals & ISA Documents
- Parallel Thread Execution ISA Version 7.5
- CUDA Binary Utilities
- branching-in-shaders
- The Book of Shaders
- ultimate-10-shaders
- shaderfrog
- glslb
- ORCA: Open Research Content Archive - Free large graphics scene samples
- Polyscope - Prototyping-oriented UI for geometric algorithms. [github](https://github.com/nmwsharp/polyscope) ![nmwsharp/polyscope](https://img.shields.io/github/stars/nmwsharp/polyscope.svg?style=social&label=Star&maxAge=2592000)]
- SharpGame
- Vortice.GPU - level, cross-platform .NET GPU library
- cg
- how-to-read-shader-assembly
- The Shader Permutation Problem - Part 1: How Did We Get Here?
- The Shader Permutation Problem - Part 2: How Do We Fix It
- How does a GPU Shader work?
- Life of a triangle
- 学习笔记:GAMES101-现代计算机图形学入门
- ComputeShader手机兼容性报告
- 技术美术工作内容及举例
- a_list_of_a_lot_of_shaders_urp
- IESviewer
- shadered
- GPU 渲染管线和硬件架构浅谈
- Gentle introduction to GPUs inner workings
- GCN – two ways of latency hiding and wave occupancy
- Breaking Down Barriers
- Modern-GPU-Architecture
- GPU-BenchMark
- gpu/cpu硬件信息
- 实时渲染管线
- Performance Tunning for Tile-Based Architecture/Tile-Based架构下的性能调校
- Loads, Stores, Passes, and Advanced GPU Pipelines
- 深入剖析GPU Early Z优化
- Samsung-GPU-DOC
- AMD Vega Architecture
- Nvidia Pascal Architecture
- PowerVR
- publications
- Toony Colors Pro 2
- 【翻译】西川善司「实验做出的游戏图形」「GUILTY GEAR Xrd -SIGN-」中实现的「纯卡通动画的实时3D图形」的秘密
- 到目前为止的二次元渲染总结
- Unity中二次元渲染算法总汇
- Sunao Shader
- MMS
- ReflexShader
- ultimate-outlines-highlights - plugin
- Physically Based Shading in Unity
- smallvcm
- mitsuba
- UnityChanToonShaderVer2-Detail
- ToonShadingCollection阴影章节
- 新的程序化面部光照修正,支持顶点动画
- SDFr
- What-Are-SDFs-Anyway
- A Dataset and Explorer for 3D Signed Distance Functions
- 详解Cubemap、IBL与球谐光照
- 一口气解决RenderQueue、Ztest、Zwrite、AlphaTest、AlphaBlend和Stencil
- to-z-prepass-or-not-to-z-prepass
- Notes on ddx/ddy
- 译 URP shader coding教程
- unity 半透明渲染技巧合集
- How the URP unlocks games for you
- XFur Studio 2 unity-plugin
- Unity切片类全息效果
- 关于静态批处理/动态批处理/GPU Instancing /SRP Batcher的详细剖析
- shader-graph-markdown
- Easy Decal
- VXAO
- voxel-renderer-unity
- mf-ssgi
- SOPGI
- UPGEN Lighting
- volumetric-light-beam - plugin
- HFTS
- SSbumpGenerator
- lightmapping-troubleshooting-guide
- Unity Global Illumination Learning Resources
- Parallel Prefix Sum (Scan) with CUDA
- compute-shaders-in-unity-multiple-kernels-computebuffers-cpu-gpu-data-flow
- compute-shaders-in-unity-boids-simulation-on-gpu-shared-memory
- Introduction to Compute Shaders
- More Compute Shaders
- Even more Compute Shaders
- Compute Shader Glossary
- Siggraph15 GPU-Driven Rendering Pipelines
- analytic-soft-shadows - time soft shadowing solution with shadows defined by Spheres, Capsules and Boxes
- Compute Shaders: Optimize your engine using compute / Lou Kramer, AMD
- Boids
- keen-vectors
- exposure
- [GDC16
- A short history of color theory
- color vision
- color-studio - plugin
- blending modes
- 配色网站一锅端
- Unity中深度值推导
- graphicscodex
- 再议移动平台的AlphaTest效率问题
- 基于物理的渲染—更精确的微表面分布函数GGX
- 各向异性头发效果
- UnityURP管线实现高质量角色单独投影
- 从零开始的原神角色渲染
- 游戏中的全局光照(三) 环境光遮蔽/AO
- IEEE Transactions on Multimedia
- Unity Shader替换工具
- LUTS
- 实时渲染之how to render pixels
- Gamma的传说
- 通过实验透彻理解颜色空间
- Stony Brook- Visual Computing
- Shader变体收集与打包
- 移动处理器CPU性能天梯图
- PU性能天梯图
- 深入GPU硬件架构及运行机制
- 后处理效率问题和Tile-Based GPU
- 跨平台引擎Shader编译流程分析
- RenderDoc截帧DXBC编译 一文详解
- HLSL中的MUL指令深层剖析
- shader map总结
- Unity3D shader优化技巧集合
- 英伟达GPU架构演进近十年,从费米到安培
- GPU架构及运行机制学习笔记
- 【基于物理渲染】业界主流GGX
- 图流:Unity 标准PBR材质 美术向数据流程
- 学习PBR路程(四、Specular)
- 卡通渲染漫谈
- 卡通渲染流程2.0-【罪恶装备效果解析与优化】
- 非真实渲染
- Unity NPR之日式卡通渲染(基础篇)
- 卡通渲染及其相关技术总结
- 程序干货:日式卡通渲染基础技术
- 关于理解 Premultiplied Alpha 的一些 Tips
- 图形学|shader|用一篇文章理解半透明渲染、透明度测试和混合、提前深度测试并彻底理清渲染顺序。
- SRP Batcher工作原理探究
- Unity SRP 实战(三)PCSS 软阴影与性能优化
- 在运行时将 Texture2D 压缩并加载到 ASTC 纹理中
- Max:GPU Driven Pipeline — 工具链与进阶渲染
- 撸一个GPU Driven Pipeline
- UnityShader部分内置函数推导(周末随机更几个)
- unity shaderlab 和 3dsmax maya .fx 自定义 hlsl directx material 材质的联系
- shader mad是汇编指令吗_Shader中的代码优化原理分析
- 如何阅读和还原分析器中的DXBC
- 一个角色最终呈现在引擎里,美术制作上的思考以及注意事项
- DXBC指令
- 技术美术 (Technical Artist)
- Shader中的代码优化原理分析
- 技术美术学习大纲
- 图形学硬件拾遗
- 深度探索Skinned Mesh【翻译】
- Unity图形渲染——基础渲染系列教程20篇
- 关于ddx/ddy的一些思考和测试
- Unity3D的渲染路径的细节一览表
- 理解高动态范围光
- 移动设备GPU架构知识汇总
- GPU架构 核心问题笔记
- PBR Lego Shading – 基于PBR的偏风格化的乐高材质
- 【NPR】卡通渲染
- Universal RP Unity通用渲染管线学习
- Unity URP 卡通渲染 原神角色渲染记录-Function-Based Light and Shadow: Emission + SDF脸部阴影
- 【渲染】算法分析:Deferred Voxel Shading for Real-Time Global Illumination
- Compute Shader 简介
- Unity物理引擎实战-基于SPH方法的简单水体模拟
- 渲染状态改变消耗详情
- Unity中实现高性能渲染遇到的问题
- 伽马还是线性?用一张图理理在U3D中该如何设置。
- 色彩空间基础
- 漫谈HDR和色彩管理
- 色彩原理
- 停止扯淡!!漫谈显示器色彩管理
- 渲染杂谈:early-z、z-culling、hi-z、z-perpass到底是什么?
- Unity通过RenderTexture渲染特效和模型方案
- Unity中影响渲染顺序的因素总结
- 一篇文章彻底搞清PS混合模式的原理
- 从DX角度看SRPBatcher
- Unity手游项目优化记录
- 现代渲染引擎开发-GPU Driven Render Pipeline
- GPU-Driven Rendering 有没有可能应用到移动端呢?如果不能是什么原因导致的?
- max:GPU Driven Rendering Pipeline 开发小结
- 游戏引擎随笔 0x13:现代图形 API 的 Bindless
- bzshadergui
- dynamic-diffuse-global-illumination
- vk_mini_path_tracer
- 总结一些TA(技术美术)学习的网站
- 全局光照:光线追踪、路径追踪与GI技术进化编年史
- 浅谈卡通渲染与真实感渲染结合思路
- UnityURP卡通渲染中的刘海投影·改
- 神作面部阴影渲染还原
- 2017.8 半透明的绘制顺序与接收阴影问题
- HDRP高清渲染管线-学习资料汇总
- 实时PRTGI技术与实现
- 预计算辐照度全局光照(PRTGI)从理论到实战
- 万能的曲线——堪称调色之王(颜色篇)
- 颜色:原理和应用
- 浅谈伽玛和线性颜色空间
- Princeton-Graphics
- sharpdx - source managed .NET wrapper of the DirectX API.
- OSPRay - Ray tracing based rendering engine for high-fidelity visualization. [github](https://github.com/ospray/OSPRay) ![ospray/OSPRay](https://img.shields.io/github/stars/ospray/OSPRay.svg?style=social&label=Star&maxAge=2592000)]
- unity-gpu-culling-experiment
- (Unity)GPU-Driven场景渲染
- unity-gpu-culling-experiment
- CMU-Graphics
- Cornell-Graphics
- Magnum - Lightweight and modular graphics middleware for games and data visualization. [github](https://github.com/mosra/magnum) ![mosra/magnum](https://img.shields.io/github/stars/mosra/magnum.svg?style=social&label=Star&maxAge=2592000)]
- VulkanSceneGraph - Vulkan & C++17 based Scene Graph Project [github](https://github.com/vsg-dev/VulkanSceneGraph) ![vsg-dev/VulkanSceneGraph](https://img.shields.io/github/stars/vsg-dev/VulkanSceneGraph.svg?style=social&label=Star&maxAge=2592000)]
- mesa3d
- SSbumpGenerator
- lightmapping-troubleshooting-guide
- Unity Global Illumination Learning Resources
- analytic-soft-shadows - time soft shadowing solution with shadows defined by Spheres, Capsules and Boxes
- Compute Shaders: Optimize your engine using compute / Lou Kramer, AMD
- Boids
- vkguide gpu_driven_engines
- GPU Driven Render Pipeline
- [GDC16
- unity-gpu-culling-experiment
- siggraph-2023-links
- ACM Siggraph 2020
- ACM Siggraph ASIA 2020
- >Euographics Symposium on Rendering 2020
- ACM Transactions on Graphics
- Computer Graphics Forum - 8659)
- Computational Visual Media
- International Journal of Computational Geometry and Application
- Bath-Graphics
- Brown-Graphics
- City U HK-Creative Media
- City University of Hong Kong - Graphics
- hyperspace-teleport-urp
- shader-graph-markdown
- avoiding-shader-conditionals
- shaderslab-shaders
- Paint in 3D
- Easy Decal
- Rendering Resources - Benedikt Bitterli
- Decal Master: Advanced Deferred Decals
- YuanShen_Face
- raymarcher - plugin
- magic-light-probes - plugin
- 预计算辐照度全局光照(PRTGI)从理论到实战
- lumina-gi-real-time-voxel-global-illumination - plugin
- SIAM Geometric Design and Computing 2019
- unity-gpu-culling-experiment
-
Game-Server-framework
- Timelines: simplifying the programming of lag compensation for the next generation of networked games
- Timelines: simplifying the programming of lag compensation for the next generation of networked games
- iogame
- iron
- NFShmServer
- danieljimenezmorales blog
- 6-community-videos-to-get-you-started-with-multiplayer
- 52im
- gafferongames
- 服务端高并发分布式架构 14 次演进之路
- Networking Scripted Weapons and Abilities in Overwatch - gdc-weapon-and-skillsystem/)
- 无缝大地图世界构建!!!
- 基于状态帧同步的战斗系统教程——帧同步,状态同步,状态帧同步科普
- 细谈网络同步在游戏历史中的发展变化 (上)
- smooth-sync-unity-plugin - plugin
- dedicated-server-physics-synchronization - plugin
- A guide to understanding netcode
- 再谈网游同步技术
- 帧同步的相关问题
- How do multiplayer games sync their state
- lockstep 网络游戏同步方案
- 帧同步整理
- Jeris大佬b站空间
- 《Exploring in UE4》关于网络同步的理解与思考[概念理解
- 《Exploring in UE4》网络同步原理深入(上)[原理分析
- 守望先锋等FPS游戏的网络同步
- 《守望先锋》回放技术:阵亡镜头、全场最佳和亮眼表现
- 暴雪Tim Ford:《守望先锋》架构设计与网络同步
- Latency Compensating Methods in Client/Server In-game Protocol Design and Optimization
- Timelines: simplifying the programming of lag compensation for the next generation of networked games
- Lag Compensation for First-Person ShooterGames in Cloud Gaming
- The effect of latency on user performance in Real-Time Strategy games
- Lag Compensation for First-Person Shooter Games in Cloud Gaming
- Fast-Paced Multiplayer (Part IV): Lag Compensation
- ag-compensation-in-a-real-time-game
- Lag Compensation
- How to reduce Lag - A Tutorial on Lag Compensation Techniques for Online Games
- Lag Compensation using Bolt Physics
- Fighting Latency on Call of Duty: Black Ops III
- PEEKING INTO VALORANT'S NETCODE
- I Shot You First: Networking the Gameplay of Halo: Reach
- 8 Frames in 16ms: Rollback Networking in Mortal Kombat and Injustice 2
- Destiny 2's Uniquely Complicated Netcode Analysis
- Running the Halo Multiplayer Experience at 60fps: A Technical Art Perspective
- World of Warcraft's Network Serialization and Routing
- How to keep server-client clocks in-sync for precision networked games like Quake 3
- Source_Multiplayer_Networking
- Dead Reckoning: Latency Hiding for Networked Games
- oodles-party-physics-based-online-battle-template-255802
- Timelines: simplifying the programming of lag compensation for the next generation of networked games
- 载具的物理同步
- 如何使用unity做帧同步模式的网络游戏?
- 帧同步和状态同步是如何处理断线重连的?
- 帧同步联机战斗(预测,快照,回滚)
- 213的博客
- 游戏服务端的高并发和高可用
- 某百万DAU游戏的服务端优化工作
- 网络游戏开发中的通讯杂谈
- Timelines: simplifying the programming of lag compensation for the next generation of networked games
- Timelines: simplifying the programming of lag compensation for the next generation of networked games
- 服务端高并发分布式架构 14 次演进之路
- Timelines: simplifying the programming of lag compensation for the next generation of networked games
- Timelines: simplifying the programming of lag compensation for the next generation of networked games
- Timelines: simplifying the programming of lag compensation for the next generation of networked games
- Timelines: simplifying the programming of lag compensation for the next generation of networked games
- Timelines: simplifying the programming of lag compensation for the next generation of networked games
- gafferongames
- Timelines: simplifying the programming of lag compensation for the next generation of networked games
- Timelines: simplifying the programming of lag compensation for the next generation of networked games
- Timelines: simplifying the programming of lag compensation for the next generation of networked games
- 浅谈街霸的帧数据
- Timelines: simplifying the programming of lag compensation for the next generation of networked games
- Timelines: simplifying the programming of lag compensation for the next generation of networked games
- Timelines: simplifying the programming of lag compensation for the next generation of networked games
- Timelines: simplifying the programming of lag compensation for the next generation of networked games
- Timelines: simplifying the programming of lag compensation for the next generation of networked games
- 端游、手游服务端常用的架构是什么样的?
- Sakura Engine 中的状态同步
- 网络游戏的进阶架构
- 网游帧同步的分析与设计
- 帧同步:浮点精度测试
- 手游载具物理同步的实现方案
- 游戏网络同步绿皮书
- 从零开始的Unity网络同步 6.客户端本地预测(预表现)
- 如何理解游戏引擎中的逻辑帧?
- 网络游戏是如何同步的?
- 技能系统的同步机制
- 手游中的载具物理同步的实现方案
- 网络游戏同步技术概述
- Unity帧同步解决方案
- 帧同步和状态同步该怎么选
- 以CSGO为例 分析不同网络延时下FPS游戏同步的实现
- Timelines: simplifying the programming of lag compensation for the next generation of networked games
- Timelines: simplifying the programming of lag compensation for the next generation of networked games
- Lockstep protocol
- Timelines: simplifying the programming of lag compensation for the next generation of networked games
- Timelines: simplifying the programming of lag compensation for the next generation of networked games
- 游戏中的网络延迟
- 图形引擎实战:战斗同步分享
- 网络游戏移动同步那点事
- 细谈网络同步在游戏历史中的发展变化 (中)
- 与“延迟”抗争,射击游戏如何做到更好的体验
- Timelines: simplifying the programming of lag compensation for the next generation of networked games
- Timelines: simplifying the programming of lag compensation for the next generation of networked games
- Timelines: simplifying the programming of lag compensation for the next generation of networked games
- Timelines: simplifying the programming of lag compensation for the next generation of networked games
- Timelines: simplifying the programming of lag compensation for the next generation of networked games
- Timelines: simplifying the programming of lag compensation for the next generation of networked games
- 漫话帧同步
- 关于帧同步和网游游戏开发的一些心得
- 帧同步优化难点及解决方案
- ACT类游戏 帧同步及预表现技术分享
- Don’t use Lockstep in RTS games
- Timelines: simplifying the programming of lag compensation for the next generation of networked games
- Timelines: simplifying the programming of lag compensation for the next generation of networked games
- Timelines: simplifying the programming of lag compensation for the next generation of networked games
- Timelines: simplifying the programming of lag compensation for the next generation of networked games
- Timelines: simplifying the programming of lag compensation for the next generation of networked games
- Timelines: simplifying the programming of lag compensation for the next generation of networked games
- Timelines: simplifying the programming of lag compensation for the next generation of networked games
- Timelines: simplifying the programming of lag compensation for the next generation of networked games
- Destiny 2's Uniquely Complicated Netcode Analysis
- Running the Halo Multiplayer Experience at 60fps: A Technical Art Perspective
- World of Warcraft's Network Serialization and Routing
- Timelines: simplifying the programming of lag compensation for the next generation of networked games
- iogame
- Timelines: simplifying the programming of lag compensation for the next generation of networked games
- Timelines: simplifying the programming of lag compensation for the next generation of networked games
- Timelines: simplifying the programming of lag compensation for the next generation of networked games
- Timelines: simplifying the programming of lag compensation for the next generation of networked games
- Timelines: simplifying the programming of lag compensation for the next generation of networked games
- Timelines: simplifying the programming of lag compensation for the next generation of networked games
- local-multiplayer
- Timelines: simplifying the programming of lag compensation for the next generation of networked games
-
GameEngine Design
- Paradox - Open Source C# Game Engine. :o2:
- Paradox - Open Source C# Game Engine. :o2:
- gameplay3d - 2D + 3D game framework written in C++ :o2:
- Paradox - Open Source C# Game Engine. :o2:
- 多线程渲染
- UE4 关于主循环的资料
- Agen - Cross-Platform framework for making 2D games with Lua, compatible iOS, Mac and Windows devices.
- Box2D - A 2D Physics Engine for Games. :o2:
- projectchrono - physics Simulation Engine
- Chipmunk2D - A fast and lightweight 2D game physics library.
- Coquette - A micro framework for JavaScript games. Handles collision detection, the game update loop, canvas rendering, and keyboard and mouse input.
- Corona SDK - A Cross-Platform Mobile App Development for iOS and Android.
- Duality - C# / OpenGL 2D Game Engine that comes with visual editor.
- EasyRPG - role playing game creation tool compatible with RPG Maker 2000/2003 games :free:
- Farseer - a collision detection system with realistic physics responses.
- FlashPunk - free ActionScript 3 library designed for developing 2D Flash games.
- GameMaker - 2D Game Engine :triangular_flag_on_post:
- GameSalad - Game Creation Engine for Mac and Windows.
- Gideros - Mobile Cross-Platform framework using Lua programming language. :o2:
- Glide Engine - Game engine for making 2d games on iOS, macOS and tvOS, with practical examples. :o2:
- Gosu - 2D game development library for Ruby and C++ :o2:
- Kivent - A 2D game framework for Kivy.
- KiwiJS - a fun and friendly Open Source HTML5 Game Engine. Some people call it the WordPress of HTML5 game engines :o2:
- LibGDX - Powerful (totally free) library for Java, code once and run the game on desktop, Android, Web, and iOS. :o2:
- LimeJS - HTML5 game framework for building fast, native-experience games for all modern touchscreens and
- MOAI - Cross-Platform framework designed for pro game developers to create iOS, Android, Windows, Linux, Chrome and OSX games using C++, OpenGL and Lua scripting.
- NodeBox - a family of Python tools to create generative design.
- OpenRA - OpenRA is a Libre/Free Real Time Strategy Game Engine.
- Rpgboss - A 2d rpg game engine and editor based on scala and libgdx. Ease of use, with no programming knowledge.
- SDL - SDL is a cross-platform library designed to provide low level access to audio, keyboard, mouse, joystick, and graphics hardware via OpenGL and Direct3D. :free:
- SpriteBuilder - Open Source Game Development Suite for MacOS :o2:
- SpriteKit - iOS/Mac 2D Game Engine.
- Tiny Computer - a tiny computer where you can make, play and share tiny games.
- keyshot
- marmoset
- cycles-renderer
- zenustech - a simulation & rendering engine in nodes
- Azul3D - A 3D engine written in Go.
- CRYENGINE - A pay what you want next gen 3D game engine written in C++. :o2:
- Havok Vision - a cross-platform game engine that provides a powerful and versatile multi-platform runtime technology.
- Hive3D - Real Time Collaboration 3D engine.
- Horde3D - small open source 3D rendering engine. :o2:
- Lumberyard - Amazon Lumberyard is a free AAA game engine deeply integrated
- ODE - ODE is an open source, high performance library for simulating rigid body dynamics. :o2:
- Panda3D - a framework for 3D rendering and game development for Python and C++ programs.
- Paradox - Open Source C# Game Engine. :o2:
- PlayCanvas - A WebGL Game Engine.
- Polycode - Open-Source Framework for creating games in C++ (with Lua bindings).
- Rajawali - Android OpenGL ES 2.0/3.0 Engine :o2:
- Source
- Stingray - 3D game engine and real-time rendering software :heavy_dollar_sign:
- Superpowers - HTML5 Collaborative 2D/3D Game Maker
- Unity 3D - A development engine for the creation of 2D and 3D games and interactive content.
- XNA - Microsoft's game development framework.
- Paradox - Open Source C# Game Engine. :o2:
- Paradox - Open Source C# Game Engine. :o2:
- Paradox - Open Source C# Game Engine. :o2:
- Paradox - Open Source C# Game Engine. :o2:
- Paradox - Open Source C# Game Engine. :o2:
- Paradox - Open Source C# Game Engine. :o2:
- Paradox - Open Source C# Game Engine. :o2:
- Paradox - Open Source C# Game Engine. :o2:
- Wave - Cross-platform engine written in C#
- Paradox - Open Source C# Game Engine. :o2:
- Paradox - Open Source C# Game Engine. :o2:
- Paradox - Open Source C# Game Engine. :o2:
- Amethyst - Data-driven game engine written in Rust for 2D & 3D :o2:
- Paradox - Open Source C# Game Engine. :o2:
- Paradox - Open Source C# Game Engine. :o2:
- Paradox - Open Source C# Game Engine. :o2:
- Paradox - Open Source C# Game Engine. :o2:
- Paradox - Open Source C# Game Engine. :o2:
- Paradox - Open Source C# Game Engine. :o2:
- Paradox - Open Source C# Game Engine. :o2:
- Paradox - Open Source C# Game Engine. :o2:
- Paradox - Open Source C# Game Engine. :o2:
- Paradox - Open Source C# Game Engine. :o2:
- Paradox - Open Source C# Game Engine. :o2:
- Paradox - Open Source C# Game Engine. :o2:
- Paradox - Open Source C# Game Engine. :o2:
- Paradox - Open Source C# Game Engine. :o2:
- Unreal Engine 4 - the new game engine technology developed by Epic Games.
- Paradox - Open Source C# Game Engine. :o2:
- Paradox - Open Source C# Game Engine. :o2:
- Paradox - Open Source C# Game Engine. :o2:
- Paradox - Open Source C# Game Engine. :o2:
- Paradox - Open Source C# Game Engine. :o2:
- neoaxis - in 3D, 2D game engine
- Paradox - Open Source C# Game Engine. :o2:
- ORX - ORX is a 2.5D Data-driven C/C++ open source & multi-platform Game Engine.
- Paradox - Open Source C# Game Engine. :o2:
- Paradox - Open Source C# Game Engine. :o2:
- Paradox - Open Source C# Game Engine. :o2:
- Paradox - Open Source C# Game Engine. :o2:
- Paradox - Open Source C# Game Engine. :o2:
- Paradox - Open Source C# Game Engine. :o2:
- Paradox - Open Source C# Game Engine. :o2:
- KiwiJS - a fun and friendly Open Source HTML5 Game Engine. Some people call it the WordPress of HTML5 game engines :o2:
- Paradox - Open Source C# Game Engine. :o2:
- Paradox - Open Source C# Game Engine. :o2:
- Paradox - Open Source C# Game Engine. :o2:
- Paradox - Open Source C# Game Engine. :o2:
- Paradox - Open Source C# Game Engine. :o2:
-
ComputerGraphics && Shading
- dynamic-diffuse-global-illumination
- unity-gpu-culling-experiment
- dynamic-diffuse-global-illumination
- unity-gpu-culling-experiment
- highperformancegraphics
- Computer Animation and Social Agents 2020
- IEEE Transactions on Multimedia
- International Journal of Computer Vision
- Caltech-Graphics
- ETH Zurich-Graphics
- MIT-Graphics
- Computer Graphics and Visualization
- UNC at Chapel Hill- GAMMA
- Computer Vision and Pattern Recognition 2020
- Geometry Modeling and Processing 2004
- >International Conference of Computer Vision 2021
- Pacific Graphics 2002
- 2015
- SIAM Geometric Design and Computing 2019
- Computer-Aided Design
- Computer Aided Geometric Design
- Computer&Graphics
- Graphical Models
- Kentucky-Graphics & Geometric Modeling
- MIT-Graphics
- Princeton-Graphics
- Stanford-Graphics
- Stony Brook- Visual Computing
- Technion-Graphics & Geometric Computing
- The Hebrew University of Jerusalem Israel-Graphics
- The University of Toronto-Dynamic Graphics
- Utah-Geometric Design and Computation
- Washington-Graphics and Image
- Yale-Graphics
- bs::framework - Modern C++14 library for the development of real-time graphical applications [github](https://github.com/GameFoundry/bsf) ![GameFoundry/bsf](https://img.shields.io/github/stars/GameFoundry/bsf.svg?style=social&label=Star&maxAge=2592000)]
- Diligent Engine - Modern cross-platform low-level graphics library. [github](https://github.com/DiligentGraphics/DiligentEngine) ![DiligentGraphics/DiligentEngine](https://img.shields.io/github/stars/DiligentGraphics/DiligentEngine.svg?style=social&label=Star&maxAge=2592000)]
- Falcor - Real-time rendering framework designed specifically for rapid prototyping. [github](https://github.com/NVIDIAGameWorks/Falcor) ![NVIDIAGameWorks/Falcor](https://img.shields.io/github/stars/NVIDIAGameWorks/Falcor.svg?style=social&label=Star&maxAge=2592000)]
- hlsl
- DirectX Intermediate Language
- urpplus
- omnishade-mobile-optimized-shader
- OGRE3D - Scene-oriented flexible 3D engine written in C++. [bitbucket](https://bitbucket.org/sinbad/ogre)]
- sharpdx - source managed .NET wrapper of the DirectX API.
- Computer Graphics Research Software
- CUDA Binary Utilities
- branching-in-shaders
- 霜狼_may - TA技术美术学习体系框架
- MultiThread SkinnedMeshRenderer原理及实现
- ultimate-10-shaders
- urpplus
- Nvidia Turning Architecture
- GPU/CPU性能天梯图
- gpu-architecture-types-explained
- 针对移动端TBDR架构GPU特性的渲染优化
- Loads, Stores, Passes, and Advanced GPU Pipelines
- UnityURP-AnimeStyleCelShader - processing effect for achieving anime-style characters or levels in Unity using the Universal Render Pipeline.
- Flat Kit: Cel / Toon Shading
- 崩坏3卡通渲染 · 贺甲:《从移动端到高端PC:实现Unity卡通渲染》· 完整版
- sdf-outline - plugin
- ultimate-outlines-highlights - plugin
- URP管线的自学HLSL之路
- Unity3D之DrawCalls、Batches和SetPassCalls的关系
- 网易技术美术总监:深度解析次世代手游的贴图与着色技巧 [UNITE SHANGHAI 2017qq.
- 一口气解决RenderQueue、Ztest、Zwrite、AlphaTest、AlphaBlend和Stencil
- to-z-prepass-or-not-to-z-prepass
- Notes on ddx/ddy
- URP管线的自学HLSL之路
- chroma-creative-shader-ui
- How the URP unlocks games for you
- XFur Studio 2 unity-plugin
- chroma-creative-shader-ui
- voxel-renderer-unity
- minilight
- dynamic-diffuse-global-illumination
- 游戏中的全局光照(三) 环境光遮蔽/AO
- ScalableAmbientObscurance - ambient-obscurance
- Robust Screen Space Ambient Occlusion
- SOPGI
- ScalableAmbientObscurance - ambient-obscurance
- volumetric-light-beam - plugin
- realtimeshadows
- 现代C++中的高性能并行编程与优化
- Parallel Prefix Sum (Scan) with CUDA
- compute-shaders-in-unity-multiple-kernels-computebuffers-cpu-gpu-data-flow
- compute-shaders-in-unity-boids-simulation-on-gpu-shared-memory
- Introduction to Compute Shaders
- More Compute Shaders
- Even more Compute Shaders
- Compute Shader Glossary
- [Siggraph15
- unity-gpu-culling-experiment
- 色彩理论」颜色是怎么回事儿?以及如何高效使用 Adobe 颜色库
- 皮克斯光线与色彩应用培训中文字幕
- unity-gpu-culling-experiment
- keen-vectors
- exposure
- 皮克斯光线与色彩应用培训中文字幕
- 电脑颜色是错的
- color science
- 色彩基础知识
- colorizer
- 光学原理在绘画中的应用
- 物理学大神如何研究颜色
- 【Unity】深度图(Depth Texture)的简单介绍
- A short history of color theory
- color vision
- color science
- 色彩基础知识
- colorizer
- 光学原理在绘画中的应用
- 物理学大神如何研究颜色
- color-studio - plugin
- 【Unity】深度图(Depth Texture)的简单介绍
- dynamic-diffuse-global-illumination
- unity-gpu-culling-experiment
- dynamic-diffuse-global-illumination
- unity-gpu-culling-experiment
- dynamic-diffuse-global-illumination
- unity-gpu-culling-experiment
- ToonShadingCollection阴影章节
- sharpdx - source managed .NET wrapper of the DirectX API.
- dynamic-diffuse-global-illumination
- unity-gpu-culling-experiment
- dynamic-diffuse-global-illumination
- unity-gpu-culling-experiment
- dynamic-diffuse-global-illumination
- unity-gpu-culling-experiment
- dynamic-diffuse-global-illumination
- unity-gpu-culling-experiment
- dynamic-diffuse-global-illumination
- unity-gpu-culling-experiment
- dynamic-diffuse-global-illumination
- unity-gpu-culling-experiment
- IEEE Transactions on Image Processing
- IEEE Transactions on Image Processing
- Interdisciplinary Center -Graphics
- TU Wien-Geometry
- dynamic-diffuse-global-illumination
- unity-gpu-culling-experiment
- dynamic-diffuse-global-illumination
- unity-gpu-culling-experiment
- dynamic-diffuse-global-illumination
- unity-gpu-culling-experiment
- SRP到URP从原理到应用
- dynamic-diffuse-global-illumination
- unity-gpu-culling-experiment
- dynamic-diffuse-global-illumination
- unity-gpu-culling-experiment
- dynamic-diffuse-global-illumination
- unity-gpu-culling-experiment
- ComputeShader手机兼容性报告
- Stony Brook- Visual Computing
- Stony Brook- Visual Computing
- 基于物理的渲染—更精确的微表面分布函数GGX
- 各向异性头发效果
- 从零开始的原神角色渲染
- unity 半透明渲染技巧合集
- 关于静态批处理/动态批处理/GPU Instancing /SRP Batcher的详细剖析
- unity-gpu-culling-experiment
- dynamic-diffuse-global-illumination
- dynamic-diffuse-global-illumination
- unity-gpu-culling-experiment
- dynamic-diffuse-global-illumination
- unity-gpu-culling-experiment
- Stony Brook- Visual Computing
- Stony Brook- Visual Computing
- unity-gpu-culling-experiment
- dynamic-diffuse-global-illumination
- Unity URP 卡通渲染 原神角色渲染记录-Function-Based Light and Shadow: Emission + SDF脸部阴影
- 关于理解 Premultiplied Alpha 的一些 Tips
- 图形学|shader|用一篇文章理解半透明渲染、透明度测试和混合、提前深度测试并彻底理清渲染顺序。
- 关于ddx/ddy的一些思考和测试
- Universal RP Unity通用渲染管线学习
- Gamma的传说
- 通过实验透彻理解颜色空间
- Unity物理引擎实战-基于SPH方法的简单水体模拟
- 撸一个GPU Driven Pipeline
- Unity中实现高性能渲染遇到的问题
- OptiX - Application framework for achieving optimal ray tracing performance on the GPU
- dynamic-diffuse-global-illumination
- Thinking Parallel, Part III: Tree Construction on the GPU
- unity-gpu-culling-experiment
- dynamic-diffuse-global-illumination
- unity-gpu-culling-experiment
- dynamic-diffuse-global-illumination
- unity-gpu-culling-experiment
- dynamic-diffuse-global-illumination
- unity-gpu-culling-experiment
- unity-gpu-culling-experiment
- 技术美术工作内容及举例
- UnityURP管线实现高质量角色单独投影
- 渲染状态改变消耗详情
- SRP Batcher工作原理探究
- Unity SRP 实战(三)PCSS 软阴影与性能优化
- Compute Shader 简介
- max:GPU Driven Rendering Pipeline 开发小结
- 游戏引擎随笔 0x13:现代图形 API 的 Bindless
- unity-gpu-culling-experiment
- dynamic-diffuse-global-illumination
- unity-gpu-culling-experiment
- Interdisciplinary Center -Graphics
- sharpdx - source managed .NET wrapper of the DirectX API.
- sharpdx - source managed .NET wrapper of the DirectX API.
- dynamic-diffuse-global-illumination
- unity-gpu-culling-experiment
- dynamic-diffuse-global-illumination
- unity-gpu-culling-experiment
- sharpdx - source managed .NET wrapper of the DirectX API.
- dynamic-diffuse-global-illumination
- unity-gpu-culling-experiment
- dynamic-diffuse-global-illumination
- unity-gpu-culling-experiment
- unity-gpu-culling-experiment
- dynamic-diffuse-global-illumination
- unity-gpu-culling-experiment
- unity-gpu-culling-experiment
-
Animation
- flexmotion
- spine
- live3d
- live2d
- dragonbones
- creature
- spritestudio
- mixamo
- GPGPU Computing Animation & Skinning
- GPU Instancer - Crowd Animations - plugin
- Mesh Animator - plugin
- Unity3D-ToolChain_StriteR
- gpu-ecs-animation-baker - plugin
- rukhanka - plugin
- vertex-animation-tools
- vertexmotion
- Cascadeur
- Tween Player - driven and extensible.
- dotween-pro
- leantween
- goatstream
- animation
- Christopher Batty
- binh.graphics
- deadReckoning1
- deadReckoning2
- bulletHell
- movement-plus - plugin
- Fluent Animation - An incredible animation queue system - plugin
- istep
- interactor-interaction-handler-for-ik
- footstepper-complete-footstep-solution
- animancer
- traversal - in and fully customizable obstacles and climbable elements.
- protores - Residual Network for Pose Authoring via Learned Inverse Kinematics
- kinematica
- nkgmoba-animsystem-dawn-blossoms-plucked-at-dusk
- rival
- Kinematic Character Controller - plugin
- character-movement-fundamentals - plugin
- character-controller-pro - plugin
- parkour-and-climbing-system
- advanced-locomotion-controller - plugin
- motion-matching-locomotion-controller - plugin
- UnityAdvancedFPSCharacterController
- platformer-project-206584
- sox-animation
- Unity下大量物体同屏渲染的性能优化思路
- 李恒的知乎文章
- softlimit
- unity 动画精度优化
- ImKeyframeReduction
- Tween-Kit
- 游戏开发中的阻尼器和阻尼弹簧
- motion-matching-system-for-uni - plugin
- dots-animation-system
-
Scenes
- foliage-renderer
- vegetation-spawner
- Nature Renderer
- Open World Nature Kit
- infini-grass
- Path-painter
- Easyroads3d
- R.A.M 2019 - River Auto Material 2019
- Alttrees System
- Gaia
- Gena
- SECTR COMPLETE
- CTS
- Map Magic
- Terrain Composer
- Landscape Builder
- TerraLand 3
- MegaSplat
- World Streamer
- Voxeland
- terrain-grid-system
- floating-origin
- gaia
- prefab-brush - plugin
- prefab-painter - plugin
- transform-tools - plugin
- prefab-world-builder - plugin
- grabbit-editor-physics-transforms - plugin
- flexalon-3d-layouts
- real-world-terrai - plugin
- real-ivy-2-procedural-ivy-generator - plugin
- The Algorithmic Beauty of Plants
- citygen3d
- Arcgis
- OSM City
- cscape-city-system-
- cityengine
- Broccoli Tree Creator - development and will get constantly improve
- Vegetation Studio
- vegetation-engine-amplify-impostors
- 分享《生死狙击2》的大场景草渲染
- Unity 程序化生成草地
- 地形渲染概览
- 风格化树——树叶分析与实现
- Arcgis
-
3D-File-Format
- Alembic
- BLEND
- FBX
- OBJ
- OGEX
- PLY
- Field3D - An open source library for storing voxel data
- OpenCV - An open source computer vision and machine learning software library
- ImageMagick - Use ImageMagick to create, edit, compose, or convert bitmap images
- USD Manager - Program designed for lightweight browsing, managing, and editing of Universal Scene Description (USD) files
- GlTF 2.0
- USD
-
Archive-GameReverse
-
File Systems
-
NetWork
- kcp-Code-annotation
- weaving-socket
- fishnet-tutorial
- Snapshooter - server architecture and possibly, prediction.
- slikesoft
- sisk
- Explaining how fighting games use delay-based and rollback netcode
- deterministic-netcode
- DOTSNET - dots netcode plugin
- normcore
- darkriftnetworking
- aurora-engine-mirror-network-229925 - Mirror Network is ready made network solution for Aurora FPS Engine!
- supersocket
- Sockets Under Control unity-plugin
- SmartFoxServer 2X - A comprehensive SDK for rapidly developing multiplayer games and applications with Adobe Flash/Flex/Air, Unity, HTML5, iOS, Windows Phone 8, Android, Java, Windows 8, C++ and more
- Colyseus - Multiplayer Game Server for Node.js. [Demo with Unity3D](https://github.com/gamestdio/colyseus-unity3d)
- Davinet - Minimalist Unity networking package with goals of responsive physics, loose coupling, extensibility and encapsulation of netcode.
- 硬核!30 张图解 HTTP 常见的面试题
- 如果面试再问GET和POST区别,就把这篇甩给他
- 计网 TCP/UDP 部分高频面试题大集合
- 硬不硬你说了算!近 40 张图解被问千百遍的 TCP 三次握手和四次挥手面试题
- 你还在为 TCP 重传、滑动窗口、流量控制、拥塞控制发愁吗?看完图解就不愁了
- 面试官:换人!他连 TCP 这几个参数都不懂
- 万字详文:TCP 拥塞控制详解
- TCP 的那些事儿
- 探究:一个数据包在网络中到底是怎么游走的?
- 4G5G和上网带宽与下载速度的换算方法
- 计网 IP 知识全家桶,45 张图一套带走
- ping命令用得这么6,原理知道不?图解一波!
- 手游Android端后台下载技术分享
- 硬不硬你说了算!近 40 张图解被问千百遍的 TCP 三次握手和四次挥手面试题
- 你还在为 TCP 重传、滑动窗口、流量控制、拥塞控制发愁吗?看完图解就不愁了
- 计网 TCP/UDP 部分高频面试题大集合
- 你还在为 TCP 重传、滑动窗口、流量控制、拥塞控制发愁吗?看完图解就不愁了
-
Unity
-
FPS
- 浅析Unity引擎视角下的游戏内存优化
- needle
- LiShengYang-yiyi
- ShaderGraph暴力学习
- 赵京宇
- 浮生若梦Jason
- animate-ui-materials
- postprocessing-controller
- material-timeline-track
- TextureStreaming
- fast-script-reload-239351 - plugin
- ShaderGraph暴力学习
- 赵京宇
- 浮生若梦Jason
- 浅谈 Unity 内存管理
- UAlive
- UNode
- LiShengYang-yiyi
- flexalon-ui-layouts
- modular
- psd-2-ugui
- TextureStreaming
- 介绍几个日本开源动画项目
- linefy - plugin
- fast-line-renderer
- Shapes
- aline
- draw-xxl-246836
- mmfeedbacks
- Dynamic Radial Masks
- ShaderGraph暴力学习
- 赵京宇
- 浮生若梦Jason
- Shader Graph所有节点讲解
- Brackeys
- Unity2019新特性增量式垃圾回收[译文
- uxtool
- LiShengYang-yiyi
- Unity UGUI开发,0GC更新视图
- easy-multiple-healthbar
- ui-particle-image - plugin
- canvas-particle-system - plugin
- 2d-cloth
- 2d-soft-body
- pidi-2d-reflections-2-standard-edition
- character-creator-2d
- tactical-camera - to-use camera system, ideal for both top-down overview of your worlds and close-up action scenes. It offers a lot of freedom to define and customize its behavior.
- TextureStreaming
- hotreload - freeVersion](https://gitlab.com/singularitygroup/hot-reload-for-unity) [github-freeVersion](https://github.com/pancake-llc/hot-reload)
- TopGames
- Archimatix
- umodeler
- uv-inspector
- project-view-enhanced-199685
- shader control
- EZMaterialOptimizer
- unity-material-cleaner
- tertle
- mesh-combine-studio
- agents-navigation - plugin
- Swing Bone
- dynamic Bone
- Boing Kit
- ProBuilder
- mesh-baker
- skinned-mesh-combiner
- costume
- super-combiner
- character-customization
- Mount Points - plugin
- better-mesh-filter-266489
- mudbun-volumetric-vfx-mesh
- libigl - A simple C++ geometry processing library
- shader control
- Asset Hunter PRO
- A+ Assets Explorer
- tertle
- character-customization
- LyumaMeshTools
- clayxels
- uv-inspector
- shader control
- AssetBundle加密-fair-guard
- render-order-settings-editor
- MaterialCleaner
- unity-material-cleaner
- MotionFramework/Scripts/Editor/EditorTools
- Unity-Textrue-Format
- unity-material-cleaner
- agamotto - plugin
- ultimate-replay - plugin
- coimbrastudios
- 深空之眼战斗模块拆解&个人对打击感的理解
- dynamic-raycast-system-2-0
- targeting-system-3
- multiplayer-resource-roundup
- Rider 中使用 Source Generator
- 浅谈Unity中的内存管理策略之TLSF
- ui-baker
- 【Unity工具】使用Mesh生成以降低特效贴片Overdraw的自动化工具
- 了解 Unity 的托管代码剥离删除的代码
- 动作游戏的动作系统是这样做的
- 剔除:从软件到硬件
- 适合于移动平台的预计算遮挡剔除
- Unity游戏内存分布概览
- 分析Unity在移动设备的GPU内存机制
- 解读MONO内存管理:BOEHM GC原理及总结
- Rider 中使用 Source Generator
- 网格汇编程序 - plugin
- Unity材质冗余序列化数据清理
- 工作技巧 | 纹理压缩格式Block Compression
- 几种主流贴图压缩算法的实现原理详解
- 小数派报告-Shader加载的纹理压缩的原理
- 程序丨入门必看:Unity资源加载及管理
- 使用Unity DXR加速PVS烘焙
- 适合于移动平台的预计算遮挡剔除
- 解决unity3d mono内存问题的架构思路
- 关于unity mono内存优化的工具
- Unity内存分配和回收的底层原理
- Unity的内存管理与性能优化
- .NET内存性能分析指南
- 避障算法 - VO、RVO 以及 ORCA (RVO2)
- Unity 下网格内存的优化
- 清理material中无用的的property
- ASTC纹理压缩格式详解
- 常用纹理和纹理压缩格式
- 工作技巧 | 纹理压缩格式Block Compression
- 游戏图片纹理压缩相关总结
- 游戏资源常见贴图类型
- 你所需要了解的几种纹理压缩格式原理
- 各种移动GPU压缩纹理的使用方法
- Unity引擎资源管理模块知识Tree
- Unity3D内存释放
- 我开发的角色动作系统概述-战斗,3C相关
- 游戏特效优化指南—贴图篇
- 剔除:从软件到硬件
- 适合于移动平台的预计算遮挡剔除
- Unity 活动-浅谈Unity内存管理
- 引擎编译时间优化
- find reference2
- Choosing the Right Load Type in Unity’s Audio Import Settings
- mudbun-volumetric-vfx-mesh
- BetterAttributes
- action-timeline
- sensortoolkit
- SimilarTextureCheckToolPublic
- senses
- raycastpro
- path-linefx-support-cinemachine
- Unity 下网格内存的优化
- littera
- bmglyph
- glyphdesigner
- shoebox
-
-
Game-Math
- 傅里叶变换交互式入门
- 谈谈法线图的压缩
- projectivegeometricalgebra
- redblobgames
- komietty
- Math Library for Unity
- triangle
- red3d
- MTL
- fastapprox
- graphtoy
- nalgebra
- opengjk
- dots-plus-227492
- gimme-dots-geometry-241774
- Shadershop
- geogebra
- Lagrange Interpolatio
- lir
- 计算机图形学:一文读懂透视投影
- 图形学常见的变换推导
- decoding-a-projection-matrix
- comparison with math libraries
- 彻底理解投影矩阵(一)
- Matrix-crash-course
- Unity从深度缓冲重建世界空间位置
- 强推!这可能是2023最新的图论和图算法教程了
- 用数学画风景
- 这可能是b站最全的【人工智能-数学基础】教程!
- 墨子数学研究所
- 官网
- 空间划分
- Unity 和 Unreal 渲染中的坐标变换和跨平台兼容
- 渲染管线中MVP矩阵的推导
- Unity空间坐标转换的矩阵应用
- 动态与静态欧拉角视角下的万向节死锁(Gimbal Lock)问题
- 官网
- 四元数应用——顺序无关的旋转混合
- 官网
- 图形学中常见的数学困惑
- 彻底理解投影矩阵(一)
- 可视化理解四元数,愿你不再掉头发
- 四元数与旋转
- 计算机图形学六:透视矫正插值和图形渲染管线总结
- bezierinfo中文版
- 图形学 | Shader |用一篇文章理解法线变换、切线空间、法线贴图
- 一分钟看完漫画搞懂卷积
- 切线空间(Tangent Space)完全解析
- 矩阵变换的本质 --- 欧拉角与矩阵与万向锁问题
- 视图变换和投影变换矩阵的原理及推导,以及OpenGL,DirectX和Unity的对应矩阵
- 一篇文章彻底弄懂齐次裁剪
- Unity坐标系变换那些事
- OpenGL中投影矩阵(Projection Matrix)详解
- 对于MVP矩阵变换以及其推导过程浅析
- clipper
- 关于unity shader中偏导重建法向量
- 彻底理解投影矩阵(二)
- Unity Shader 各个空间坐标的获取方式及xyzw含义
- 从MVP矩阵提取Frustum平面
- 《RTR4》第4章 变换(Transforms)(上)
- 为什么Unity3d旋转默认采用了有万向节死锁的欧拉角,而不用四元数?
- Lagrange Interpolatio
-
并发执行和多线程
-
Game-BenchMark/Metric/Tool
- lnav
- Qualcomm GPU Tools
- awesome-android-performance
- perfdog
- 垂直同步,G-sync,Freesync
- Arm Mobile Studio - includes the Arm Graphics Analyzer to trace graphics performance issues easily, and Arm Streamline performance analyzer, for a whole-system view of performance to determine bottlenecks quickly across both the CPU and GPU.
- MaliCompiler
- Android GPU Inspector
- WaitForTargetFPS、Gfx.WaitForPresent
- OverdrawMonitor
- awesome-android-performance
- upr
- uwa4d
- performance.tools
- speedscope
- perfstudio
- renderdoc
- renderdocArticle
- Unity Arm Mobile Studio Article
- com.unity.shaderanalysis
- MaliCompiler
- Arm Mali GPU Training Series
- Authoring Efficient Shaders for Optimal Mobile Performance
- UnityIL2CPP包Crash闪退利用Android Logcat还原符号表堆栈日志
- pix
- 使用Mali Compiler对Unity Shader进行优化
- 全新Arm Mobile Studio for Unity软件包,增强移动端性能分析
- Shader中的代码优化原理分析
- ARM Mobile Studio性能优化
- 全新Arm Mobile Studio for Unity软件包,增强移动端性能分析
- Arm Mali GPU Training Series
- Authoring Efficient Shaders for Optimal Mobile Performance
-
Game-Asset
-
Game-Design-Tool
- magictools
- MagicaVoxel
- VoxelShop
- dspmotion
- wwise
- miles
- criware
- artlist
- native-audio - plugin
- vivaldi-audio-engine - plugin
- layersaudio
- CasparCG - A Windows and Linux software used to play out professional graphics, audio and video to multiple outputs as a layerbased real-time compositor
- ffmpeg - A complete, cross-platform solution to record, convert and stream audio and video
- GStreamer - Pipeline-based multimedia framework that links together a wide variety of media processing systems to complete complex workflows
- Olive - Non-linear video editor aiming to provide a fully-featured alternative to high-end professional video editing software
- MediaPipe - Cross-platform, customizable ML solutions for live and streaming media
- Shotcut - A free, open source, cross-platform video editor
- mocha
- AppleSeed - Physically-based global illumination rendering engine
- ArmorPaint - A stand-alone software designed for physically-based texture painting
- MeshLab - System for processing and editing 3D triangular meshes
- Sorcar - A procedural modeling node-based system which utilises Blender and its Python API to create a visual programming environment for artists and developers
- sculptris
- mudbox
- 3dcoat
- dilay
- hairstudio
- ephere
- flux-dynamic-hair
- fluffy-grooming
- Unity-HairFX-Tutorial
- poser
- makehuman
- studio
- reallusion
- fusion
- emberGen
- simplygon
- unity-mesh-simplifier
- instalod
- pixyz
- ultimate-lod-system - plugin
- mantis-lod-editor - plugin
- poly-few - plugin
- polygon-cruncher
- texel-inspector
- NXT - A layered code compositing application
- Tiled 2D
- autotilegen
- tile-map-accelerator
- tileplus
- Q-Block
- Möbius Modeller - End-user visual programming in the browser for automating complex tasks
- mirage-versatile-impostor-system
- autolod-impostors-199759
-
Texture
- pixelover
- pixelatorapp
- PiskelApp
- ProMotion
- pixenapp - resolution raster art, such as those 8-bit sprites found in old-school video games. Pixen packs all the tools pixel artists need in an intuitive, native interface including support for high zoom levels, animation editing, color palettes, and a lot more.
- pyxeledit
- GrafX2
- GraphicsGale
- crazybump
- generating-perfect-normal-maps-for-unity
- Pencil2D - An easy, intuitive tool to make 2D hand-drawn animations, the best way to visualize your story
- Inkscape - Professional quality vector graphics softwar
- Opentoonz - Animation production software
- Storyboarder - Storyboard editor
- Synfig - 2D animation software
- TexGraph - A procedural texture creation tool that let you create textures by connecting nodes in a graph
- pixelandpolygon
- pngquant - line utility and a library for lossy compression of PNG images
- MaCrea - Material Creation Tool
- cubemapgen
- PixPlant
- Affinity Designer - Vector graphics editor with a bunch of features which also supports Adobe file formats
- doodad
- texturepacker
- spriteuv
- UnityPackedColor - up to 3 times less space.
- mixture - based tool crafted in unity to generate all kinds of textures in realtime. Mixture is very flexible, easily customizable through ShaderGraph and a simple C# API, fast with it's GPU based workflow and compatible with all the render pipelines thanks to the new Custom Render Texture API.
- noisegen
- pixaflux - destructive, node-based workflow.
- texturecauldron
- filterforge
- material-animation-curve
- 【教程】游戏流程如何烘焙出完美法线
- 超强一键生成特效常用贴图网站介绍!
-
Console/Command/Shell/Debugger
- proxima-inspector-244788
- Quantum Console - plugin
- srdebugger - plugin
- debugging-essentials - plugin
- hdg-remote-debug - plugin
- fabfile
-
IO
-
Version-Control
- git - 简明指南 - 助你入门 git 的简明指南,木有高深内容 ;)
- Git (简体中文) - archlinux出品
- Git Community Book 中文版 - 这本书汇聚了Git社区的很多精华, 其目的就是帮助你尽快的掌握Git.
- Git Town - GitTown 定义了很多高级的 git 命令,例如 git ship / git sync 等以方便 git 的使用
- 「Githug」Git 游戏通关流程 - 这个命令行工具通过游戏的方式来练习你的 Git 技能
- Git 进阶技巧 - 适合了解 Git 的基本使用,知道 commit、push、pull,希望掌握 Git 更多功能的人阅读。
- unity-gitattributes
- git-flow 备忘清单 - git-flow 是一个 git 扩展集,按 Vincent Driessen 的分支模型提供高层次的库操作。
- 常用 Git 命令清单 - 来自阮一峰的网络日志,列出了 Git 最常用的命令。
- Git权威指南 - 书
- 30 天精通 Git 版本控管
- 图解Git - 图解git中的最常用命令。如果你稍微理解git的工作原理,这篇文章能够让你理解的更透彻。
- Linus讲解git - Google大会演讲,Linus介绍他创造git的原因,对比了git和svn。
- Git Magic - stanford出品
- Git分支管理实践
- 规范化git commit信息
- git-it - GitHub一位女员工写的Git教程,繁体中文版在这里可以找到: http://jlord.us/git-it/index-zhtw.html
- git-tips - 最常用的Git的提示和技巧。
-
Serialization
-
Huge-World
- mega-scatter-14954 - plugin
- streamable-worlds-bundle-5982 - The Streamable Assets Manager. Please see description for how to download these assets after purchase!
- continuous-floating-origin
-
DataBase
- BGDatabase - plugin
-
Text-Template
- nevod - based text search. It is specially aimed to rapidly reveal entities and their relationships in texts written in the natural language.
-
GameAI
-
Creative Code
- Cinder - Cinder is a community-developed, free and open source library for professional-quality creative coding in C++. :o2:
-
Random
-
FPS
- random-from-distributions - plugin
- pcg-random
-
-
Physics
- Physics Based Animation
- Foundations of Physically Based Modeling and Animation
- Jitter - a fast and lightweight physics engine written in C#.
- Physics for Game Programmers
- Physics Modeling for Game Programmers
- Fluid Simulation for Computer Graphics
- The Art of Fluid Animation
- Physics Based Animation
- Game Physics Pearls
- Fluid Engine Development
- zibra
- AQUAS Water
- Stylized Water For URP
- youtube
- Cloth Simulation for Computer Graphic
- Computer Animation: Algorithms and Techniques
- Game Physics
- Real-Time Collision Detection
- Guide to Dynamic Simulations of Rigid Bodies and Particle Systems
- Game Physics Engine Development: How to Build a Robust Commercial-Grade Physics Engine for your Game
- Dynamic Water Physics 2
- Unity中实现瓶中液体晃动的效果(从建模开始)
- Game Physics Engine Development: How to Build a Robust Commercial-Grade Physics Engine for your Game
- Cloth Simulation for Computer Graphic
-
Operating-System
-
Bad Words Filter
-
FPS
- bad-word-filter - plugin
- bad-word-filter - plugin
-
-
Interview/DataStruct-Algorithms
-
高性能数据结构和算法
-
Utils
-
FPS
- GNU GPL2.1
- GNU GPL2.1
- 官网
- libcstl
- GNU LGPL2.1 - licenses/gpl-2.0.html)及更高版本(测试代码)。[官网](http://www.mission-base.com/peter/source/)
- GNU LGPL2.1
- 官网
- qLib license
- Apache2.0
- libcstl
-
-
UnityBuild
-
Mobile
-
游戏策划
-
友情链接
-
FPS
-
-
Compression
-
Patch
-
Java
-
Programmer-Common-Tool
-
Interest is the best teacher
-
FPS
-
-
Awesome-General
-
ECS Libraries
Programming Languages
Categories
ComputerGraphics && Shadingv
288
ComputerGraphics && Shading
216
Person/Social/Blogs
212
Unity
154
Game-Server-framework
134
GameEngine Design
103
Game-Math
62
Animation
56
Game-Design-Tool
55
News
47
Scenes
45
Embed-Script/VM/
36
Texture
34
NetWork
34
Game-BenchMark/Metric/Tool
32
Awesome-Game
32
Physics
24
Version-Control
18
Operating-System
14
IO
14
知识库软件/笔记软件/思维构造工具
13
3D-File-Format
12
Utils
10
并发执行和多线程
9
高性能数据结构和算法
9
Console/Command/Shell/Debugger
6
Interview/DataStruct-Algorithms
5
UnityBuild
4
Archive-GameReverse
4
Serialization
3
文案排版
3
Huge-World
3
游戏策划
3
Game-Asset
3
友情链接
2
Mobile
2
Java
2
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