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3D Engine made from scratch, developed in Apple's native technologies 🍏
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Indicate that there is a working implementation of skinning and forward kinematics
Convert ``` kernel void kernelBloomMerge(texture2d inputTexture [[texture(kAttributeBloomMergeComputeShaderTextureOriginal)]], texture2d brightAreasTexture [[texture(kAttributeBloomMergeComputeShaderTextureBrightAreas)]], constant float & time [[buffer(kAttributeBloomMergeComputeShaderBufferTime)]], uint3 inposition [[thread_position_in_grid]], uint3 threads [[threads_per_grid]]) { ... } ``` into ``` // Vertex function...