30 open-source projects similar to kode/kha, ranked by how many features they have in common. Compare stars, activity and what each one does to find the best Kode Kha alternative.
POV-Ray is a ray tracing rendering engine that transforms text-based scene descriptions into photorealistic three-dimensional images and animations. It parses plain-text files containing scene geometry, lighting, textures, and camera definitions into an internal computational data structure, then calculates precise mathematical ray-scene intersections against geometric primitives and triangle meshes. The engine incorporates advanced lighting and geometry capabilities, including bounding hierarchy optimization to skip collision checks against distant geometry, and constructive solid geometry f
Flambe has been replaced by 2DKit, a commercial-quality game engine built with many years of improvements on top of Flambe.
A C/C++ single-file library that minimizes the hard transition errors of disjoint edges in lightmaps. It is based on a idea presented by Michał Iwanicki in the talk Lighting Technology of "The Last Of Us". A least squares solver is used to find a minimal error solution to the problem of sampling…
Pixel Wheels is a retro top-down racing game for Linux, macOS, Windows and Android.
This repository implements various maze building and solving algorithms in Rust. Unicode characters help explore these beautiful algorithms in a TUI!
Command line game to practice your typing speed by competing against typer-robot or against your best result
Bringing emacs' greatest feature to neovim - Tetris!
lightmapper.h is a C/C++ single-file library for lightmap baking by using your existing OpenGL renderer.
cubism-go is an unofficial Golang implementation of the Live2D Cubism SDK. It leverages ebitengine/purego, making it easy to use.
Typeinc is a cool ncurses based Typing Speed Test tool where you can enjoy typing experience in Terminal with different difficulty levels.
Mindustry is a cross-platform game engine and factory automation simulation that combines resource management with tower defense strategy. Players construct complex supply chains and automated networks to process materials while building defensive structures to protect a core from waves of hostile mechanical forces. The project utilizes a deterministic lockstep networking model to ensure simulation consistency across desktop and mobile devices. It is built on an entity-component-system architecture and a tile-based grid simulation, allowing for the efficient management of thousands of active
Package aseprite implements a decoder for Aseprite sprite files (.ase and .aseprite files).
Assimp is a cross-platform 3D asset pipeline and import library that loads numerous industry-standard 3D file formats into a single unified internal data structure. It functions as a framework for converting 3D models between different file formats across multiple operating systems and architectures. The project provides a 3D mesh processing tool for normalizing and optimizing geometry through triangulation, vertex removal, and normal generation. It also includes a 3D asset export utility to write internal scene data back into various external file formats. The system covers broad capability
A C header file & shader for simulating colourblindness and checking contrast.
Babylon.js is a JavaScript game engine and real-time graphics renderer designed for creating interactive three-dimensional visuals and applications. It functions as a web-based 3D framework and WebGL engine that enables the deployment of high-performance 3D content across various web platforms and devices. The project provides tools for web-based 3D game development, real-time graphics rendering, and the creation of browser-based interactive visualizations. It also supports the development of WebXR virtual and augmented reality experiences using standard web technologies. The framework cover
bgfx is a cross-platform, graphics rendering abstraction layer designed for high-performance applications. It provides a unified interface that maps high-level rendering commands to native graphics APIs, allowing developers to maintain a single codebase that executes consistently across diverse operating systems and hardware architectures. The library distinguishes itself through a multi-threaded command submission model that decouples rendering logic from the main application thread, effectively minimizing CPU bottlenecks. It utilizes a backend-agnostic command buffer and a deferred resource
2D Vector Graphics Engine Powered by a JIT Compiler
Turn your screen into a playable level of Mario