ShadowOfTheColossus-PC
Shadow of the Colossus(PS4, CUSA08809)의 네이티브 윈도우 포트 – 직접 게임 덤프를 가져와 실행
저장소 정보는 아직 수집하지 않았습니다.
아직 감지된 업데이트가 없습니다. GitHub 릴리스가 나오면 여기에 보입니다.
GameDev framework under heavy development used as a personal test bed for rendering techniques and game mechanics. Have a look around. You might find some code worthy of copy & pasting.
README 전체를 불러오는 중입니다.
README 전문 보기 ↗Website: divide-studio.com
ToDo List: Trello.com/divide-todo
Twitter: x.com/ionutcava
Yup, YAGE. Yet Another Game Engine. A toy engine, mind you, never intended for general release or something people will ever require support with. It is something I use to experiment on, learn new things, practice, prototype and eventually, try and ship a game or two with.
This code started during my first days in university. The first iteration looked like this: Youtube link.
Next to no programming experience and it shows in the parts of code that survived since then (all the SceneNode and Resource stuff). Started with a lot of OOP and "Clean Code" with C++98 and currently developed using as much DoD as possible (basic structs and enums, inheritance mostly for interfaces or restrictions {NonCopyable, NonMovable, etc}) but with C++23 for ease of use (constexpr and concepts over templates, threading and filesystem builtin, lambdas over function pointers etc).
It got me through learning old-school OpenGL (1.x, 2.x), core GL (3.x, 4.x) and some AZDO techniques (indirect rendering, bindless textures, persistently mapped buffers, etc). Currently using it to learn Vulkan 1.4 (the minimum supported Vulkan version; why would I learn about framebuffers, subpasses and renderpasses now? Maybe for mobile, but I don't see myself doing that now, and if I did, I'd learn that as required).
The reason it's published on GitHub are:
If you plan to use any parts of this code in a commercial product, a couple of things:
Presets request AVX2 by default on x86. For older CPUs, configure with
-DDIVIDE_VECTOR_EXTENSION_SET=SSE42 (or AVX for an AVX-only target).
Unsupported requested levels fail configuration before dependency installation.
Jolt uses the selected dependency ISA; ARM uses NEON.
The engine's macOS x86_64 presets default to AVX on Intel hosts. On Apple Silicon,
the CMake Rosetta detector automatically overrides the engine request with
SSE4.2 and reports the override, including during dependency-free preflight.
Jolt follows the same AVX/Intel and SSE4.2/Rosetta selection.
OpenGL 4.6 (AZDO) renderer
Experimental Vulkan renderer
C++23
Windows only (but with functional Linux platform code).
Framework Screenshot
Scene Manipulation Screenshot
Vulkan Rendering Backend
Day night cycle
Editor Grid
Sponza rendering
ImGUI Docking
SSR
Grass/Sky/Fog
Physically Based Bloom:
If I accidentally breached any license, please open an issue and I will address it immediately.
I did try to comply with all of them, but I may have missed something.
Vendored library revisions, licenses, and local patches are listed in docs/dependencies.md.
여기까지가 README 앞부분입니다. 나머지는 원문에서 읽을 수 있습니다. README 전문 보기 ↗