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https://github.com/cohaereo/alkahest

Multi-tool for viewing/extracting Destiny 2 assets, with a focus on an accurate recreation of the renderer
https://github.com/cohaereo/alkahest

bungie destiny destiny2 directx game-engine renderer reverse-engineering tiger

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Multi-tool for viewing/extracting Destiny 2 assets, with a focus on an accurate recreation of the renderer

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# Alkahest

> [!NOTE]
>
> ## 🗄️ Source Availability Notice
>
> This repository serves as an archive for the pre-0.6 versions of Alkahest. The source code for versions 0.6 and later is not publicly available.

## Resources

- [Translating Art into Technology: Physically Inspired Shading in 'Destiny 2'](https://gdcvault.com/play/1025290/Translating-Art-into-Technology-Physically) -
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))
- [The Visual Effects Technology of 'Destiny](https://gdcvault.com/play/1025282/The-Visual-Effects-Technology-of) - Ali
Mayyasi, Brandon Whitley (GDC 2018)
- ['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))
- [The Destiny Particle Architecture](https://advances.realtimerendering.com/s2017/Destiny_Particle_Architecture_Siggraph_Advances_2017.pptx) -
Brandon Whitley (SIGGRAPH 2017)
- [Destiny's Multithreaded Rendering Architecture](https://gdcvault.com/play/1021926/Destiny-s-Multithreaded-Rendering) -
Natalya Tatarchuk (GDC 2015) ([PDF](https://advances.realtimerendering.com/destiny/gdc_2015/Tatarchuk_GDC_2015__Destiny_Renderer_web.pdf))
- [Multithreading the Entire Destiny Engine](https://gdcvault.com/play/1022164/Multithreading-the-Entire-Destiny) -
Barry Genova (GDC 2015)
- [Lessons from the Core Engine Architecture of Destiny](https://gdcvault.com/play/1022105/Lessons-from-the-Core-Engine) -
Chris Butcher (GDC 2015)
- [Applied Graphics Research for Video Games](https://advances.realtimerendering.com/destiny/i3d_2015/I3D_Tatarchuk_keynote_2015_for_web.pdf) -
Natalya Tatarchuk (I3D 2015)
- [Creating Content to Drive Destiny's Investment Game](https://advances.realtimerendering.com/destiny/siggraph2014/bungie_gear_production_siggraph_2014_web_ready.pdf) -
Natalya Tatarchuk (SIGGRAPH 2014)
- [Powering up Destiny's Level Creation and Rendering with Umbra 3](https://gdcvault.com/play/1017834/Powering-up-Destiny-s-Level) -
Hao Chen, Otso Makinen (GDC 2013)
- [Destiny: From Mythic Science Fiction to Rendering in Real-Time](https://advances.realtimerendering.com/s2013/Tatarchuk-Destiny-SIGGRAPH2013.pdf) -
Natalya Tatarchuk (SIGGRAPH 2013)
- [Lighting Research at Bungie](https://advances.realtimerendering.com/s2009/SIGGRAPH%202009%20-%20Lighting%20Research%20at%20Bungie.pdf) -
Hao Chen, Natalya Tatarchuk (SIGGRAPH 2009)