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Title: GitHub - jcoder58/awesome3dengine: This is a list of 3D Engine related papers and code resources.

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https://patch-diff.githubusercontent.com/jcoder58/awesome3dengine#awesome-3d-engine-list
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Game Engines - A Guide for Writing Your Ownhttps://www.reddit.com/r/gamedev/comments/96fdyr/game_engines_a_guide_for_writing_your_own/
Learn Computer Graphics From Scratch!http://www.scratchapixel.com/
https://patch-diff.githubusercontent.com/jcoder58/awesome3dengine#books
Game Engine Architecture, Second Edition by Jason Gregoryhttps://www.amazon.com/Engine-Architecture-Second-Jason-Gregory-ebook/dp/B00MMOJ076/
Books by David H. Eberlyhttps://www.amazon.com/David-H.-Eberly/e/B001IQW5L2/
Real-Time 3D Rendering with DirectX and HLSL by Paul Varcholikhttps://www.amazon.com/Real-Time-Rendering-DirectX-HLSL-Programming-ebook/dp/B00K3NR6OC
Designing a Modern Rendering Engine (PDF)https://www.cg.tuwien.ac.at/research/publications/2007/bauchinger-2007-mre/bauchinger-2007-mre-Thesis.pdf
https://patch-diff.githubusercontent.com/jcoder58/awesome3dengine#design
Data Driven Renderer (PDF)http://gamedevs.org/uploads/benefits-of-a-data-driven-renderer.pdf
Data Driven Rendering by Gabriel Sassonehttps://jorenjoestar.github.io/post/data_driven_rendering_pipeline/
Modern Renderer Design (Thread)https://www.gamedev.net/topic/671640-modern-renderer-design/
OpenGL Renderer Design (Blog post)https://nlguillemot.wordpress.com/2016/11/18/opengl-renderer-design/
Rendering Engine Design (PDF)http://www.elmindreda.org/lectures/opengl-lecture2.pdf
A Reactive 3D Game Engine in Scalahttps://speakerdeck.com/axel22/a-reactive-3d-game-engine-in-scala
Stateless Renderinghttps://web.archive.org/web/20160807133657/http://jendrikillner.bitbucket.org/blog/blog/stateless_rendering/
Destinys's Rendererhttp://advances.realtimerendering.com/destiny/gdc_2015/Tatarchuk_GDC_2015__Destiny_Renderer_web.pdf
Rendering in Cesiumhttp://cesiumjs.org/blog.html#webgl
https://patch-diff.githubusercontent.com/jcoder58/awesome3dengine#videos
3D Game Engine Developmenthttps://www.youtube.com/playlist?list=PLEETnX-uPtBXP_B2yupUKlflXBznWIlL5
https://patch-diff.githubusercontent.com/jcoder58/awesome3dengine#physically-based-rendering
Physically based shading papers/tutorials?https://www.reddit.com/r/GraphicsProgramming/comments/43egtm/physically_based_shading_paperstutorials/
Moving Frostbite to PBRhttp://www.frostbite.com/2014/11/moving-frostbite-to-pbr/
PBR and Light Source Amount in Modern Games (thread)https://www.gamedev.net/topic/684857-pbr-and-light-source-amount-in-modern-games/
PBR Guide (Allegoritmic)https://www.allegorithmic.com/pbr-guide
PBR for UE4https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/PhysicallyBased/
PBR for sketchfabhttps://help.sketchfab.com/hc/en-us/articles/204429595-Materials-PBR
https://patch-diff.githubusercontent.com/jcoder58/awesome3dengine#lighting
Forward+ (PDF)https://takahiroharada.files.wordpress.com/2015/04/forward_plus.pdf
Forward vs Deferred vs Forward+ Rendering with DirectX 11http://www.3dgep.com/forward-plus/
Tile based forward rendering?https://www.gamedev.net/topic/612789-tile-based-forward-rendering/
2048 Point Lights @ 60 FPShttps://bioglaze.blogspot.fi/2014/07/2048-point-lights-60-fps.html
https://patch-diff.githubusercontent.com/jcoder58/awesome3dengine#global-illumination
Which Global Illumination Technique Is Best For Your Game?http://www.makinggames.biz/feature/which-global-illumination-technique-is-best-for-your-game,9520.html
GI in Games (PDF)http://fileadmin.cs.lth.se/cs/Education/EDAN35/lectures/Stefanov10-gi-in-games-notes.pdf
Stunning Video Game Graphics With Voxel Cone Tracing (Video)https://www.youtube.com/watch?v=dQSzmngTbtw
Implementing Voxel Cone Tracinghttp://simonstechblog.blogspot.com/2013/01/implementing-voxel-cone-tracing.html
https://patch-diff.githubusercontent.com/jcoder58/awesome3dengine#shaders
Shader Forge (Unity)https://www.assetstore.unity3d.com/en/#!/content/14147
Shader Sandwichhttps://www.assetstore.unity3d.com/en/#!/content/41290
The Machine Shader Systemhttps://ourmachinery.com/post/the-machinery-shader-system-part-1/
https://patch-diff.githubusercontent.com/jcoder58/awesome3dengine#terrain-and-sky
Virtual Terain Projecthttp://vterrain.org/
https://patch-diff.githubusercontent.com/jcoder58/awesome3dengine#optimizations
Triple Depth Cullinghttp://gautron.pascal.free.fr/publications/s2011/s2011.pdf
Show HN: OpenGL in super slow motion – visualising Z-bufferinghttps://news.ycombinator.com/item?id=12030172
Fast Hierarchical Cullinghttps://cesiumjs.org/2015/08/04/Fast-Hierarchical-Culling/
Making Faster Fragment Shaders by Using Tessellation Shadershttps://erkaman.github.io/posts/tess_opt.html
Optimizing the Graphics Pipeline with Compute - Frostbitehttp://www.frostbite.com/2016/03/optimizing-the-graphics-pipeline-with-compute/
Automatic Shader Simplification using Surface Signal Approximation (PDF)http://www.cad.zju.edu.cn/home/bao/pub/36.pdf
Software optimization resourceshttp://www.agner.org/optimize/
https://zeux.io/2020/02/27/writing-an-efficient-vulkan-renderer/https://zeux.io/2020/02/27/writing-an-efficient-vulkan-renderer/
https://patch-diff.githubusercontent.com/jcoder58/awesome3dengine#entity-component-systems
Wikipedia articlehttps://en.wikipedia.org/wiki/Entity_component_system
ECS and Renderinghttps://ourmachinery.com/post/ecs-and-rendering/
https://patch-diff.githubusercontent.com/jcoder58/awesome3dengine#vulkan
Vulkan in Banshee 3Dhttp://www.banshee3d.com/blog/post/vulkan-now-available-rendering-backend
https://patch-diff.githubusercontent.com/jcoder58/awesome3dengine#physics
Introduction to Networked Physicshttp://gafferongames.com/networked-physics/introduction-to-networked-physics/
Reddit threadhttps://www.reddit.com/r/programming/comments/4gsu5e/what_every_programmer_needs_to_know_about_game/
Unified Particle Physics for Real-Time Applicationshttp://mmacklin.com/uppfrta_preprint.pdf
A Stream-based Time Synchronization Technique For Networked Computer Gameshttp://www.mine-control.com/zack/timesync/timesync.html
https://patch-diff.githubusercontent.com/jcoder58/awesome3dengine#ai
ThelDoctor/CrystalAI: A Utility Theory Based AI for C# and Unityhttps://github.com/ThelDoctor/CrystalAI
https://patch-diff.githubusercontent.com/jcoder58/awesome3dengine#code
Building a 3D Game Engine with .NET Corehttps://mellinoe.wordpress.com/2017/01/18/net-core-game-engine/
EntityX - Fast Entity Componenthttps://github.com/alecthomas/entityx
Tiny Renderershttps://github.com/chaoticbob/tinyrenderers
https://github.com/WindyDarian/Vulkan-Forward-Plus-Rendererhttps://github.com/WindyDarian/Vulkan-Forward-Plus-Renderer
https://github.com/jian-ru/laugh_enginehttps://github.com/jian-ru/laugh_engine
https://github.com/BearishSun/BansheeEnginehttps://github.com/BearishSun/BansheeEngine
https://github.com/Friduric/voxel-cone-tracing-https://github.com/Friduric/voxel-cone-tracing-
https://github.com/domme/VoxelConeTracinghttps://github.com/domme/VoxelConeTracing
https://github.com/arkenthera/YumeEnginehttps://github.com/arkenthera/YumeEngine
http://taichi.graphics/http://taichi.graphics/
http://www.yeppp.info/http://www.yeppp.info/
https://github.com/networkprotocol/libyojimbohttps://github.com/networkprotocol/libyojimbo
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Humushttp://www.humus.name/index.php?page=News
Yume Enginehttp://arkenthera.github.io/blog/
BitSquid/Stingrayhttp://bitsquid.blogspot.ca/
Z-Fight Clubhttps://bioglaze.blogspot.fi/
https://patch-diff.githubusercontent.com/jcoder58/awesome3dengine#tutorials
OpenGL Step by Step - OpenGL Developmenthttp://ogldev.atspace.co.uk/index.html
https://patch-diff.githubusercontent.com/jcoder58/awesome3dengine#sites
The Journal of Computer Graphics Techniqueshttp://jcgt.org/read.html?reload=1
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Graphics Programming and Theoryhttps://www.gamedev.net/forum/12-graphics-programming-and-theory/
/r/GraphicsProgramminghttps://www.reddit.com/r/GraphicsProgramming/
/r/VoxelGameDevhttps://www.reddit.com/r/VoxelGameDev/
/r/OpenGLhttps://www.reddit.com/r/OpenGL/
/r/Vulkanhttps://www.reddit.com/r/Vulkan/
/r/DirectXhttps://www.reddit.com/r/DirectX/
https://patch-diff.githubusercontent.com/jcoder58/awesome3dengine#resources
http://graphics.cs.williams.edu/data/meshes.xmlhttp://graphics.cs.williams.edu/data/meshes.xml
Textureshttp://www.humus.name/index.php?page=Textures
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GDC 2016 Presentationshttps://knarkowicz.wordpress.com/2016/03/21/gdc-2016-presentations/
Graphics Resourceshttps://github.com/mattdesl/graphics-resources
Real-Time Renderinghttp://www.realtimerendering.com/
Real-Time Global Illumination Techniques Collectionhttps://extremeistan.wordpress.com/2014/05/11/realtime-global-illumination-techniques-collection/
Ke-Sen Huang's Listhttp://kesen.realtimerendering.com/
Awsome Graphicshttps://github.com/ericjang/awesome-graphics
Sample 3D Datahttp://graphics.cs.williams.edu/data/links.xml
A list of Game Development resources to make magic happen.https://github.com/ellisonleao/magictools
Graphics Programming Weeklyhttps://www.jendrikillner.com/article_database/
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