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39 lines
1.9 KiB
Markdown
39 lines
1.9 KiB
Markdown
# Cyborg
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> `Cyborg` is an absolute nightmare.
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> A twisted factory.
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> A disgusting Enmanglement.
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> A perfect melding of terrifying machinic heartlessness and disappointing human fallacy.
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> A repulsive reaper of all of human consciousness -- but mostly SIGGRAPH presentations.
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> H.R Giger's irreconcilable reality... if H.R. Giger was a computer programmer.
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Cyborg is an experimental, GPU-driven rendering engine using Rust and wgpu.
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It's a test bed for all sorts of modern rendering technology. Our goal is to take
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techniques and features from modern game engines and reimplement them on our own, for
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the sake of education, performance, and reusability. We wanna *make shit work.*
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We also want to give artists a playground for generating all sorts of unique
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3D visuals -- custom shaders, procedurally generated meshes and textures,
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and a focus on *interesting* visuals.
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Realism is a non-goal!
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Go wild.
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Modularity and reusability are important. We want to be able to unplug certain
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parts of the rendering pipeline, upgrade them, fix them, document them, commit
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them, tag them, etc., then stick them back in in a different place to end up
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with a different resulting image.
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Cyborg is licensed under the GPL-3.0. Yes, this does mean that any software using
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Cyborg will be required to make its source code public. But it also means that
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new visuals added to Cyborg will become available to all other developers and
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artists to use. Hopefully, this will expand the collective knowledge of how different
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rendering effects work, and decrease the pressure on graphics programmers to
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reimplement the exact same graphical effects in different games over and over and
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over again. In the future, Cyborg will have a vast variety of visuals in its toolbox,
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gathered from countless programmers and individual projects.
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> We will add your biological and technological distinctiveness to our own.
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> Resistance is futile.
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>
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> -- The Borg
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