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This is a simple skeletal animation scalability test of I implemented 2.5D light culling for the tiled forward (Forward+) render path in I show off my Area Light rendering implementation in I implemented a real time voxel based global illumination into my This sample demonstrates the use of the DirectX compute shader to simulate a large number of colliding compute shader - vertex shader - geometry shader - pixel shader.

I've been working a bit on the editor. The new features are: -Instance duplication (Ctrl+D) -Impostor Rendering -HSV Color Picker ...

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I implemented 2.5D light culling for the tiled forward (Forward+) render path in

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Last Updated: May 23, 2026

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