Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
C-Macs
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C-Macs – a pure C macOS application
It's open source but it is still under copyright. There are notices in the source file:
https://github.com/CodaFi/C-Macs/blob/master/CMacs/View.c#L5...
I would definitely ask permission and encourage the author to change the license before using this code.
Since API calls are purely functional and not covered by copyright you can mimic the behavior here but you'll need to rewrite everything from scratch, notably the most expressive parts, which are:
https://github.com/CodaFi/C-Macs/blob/master/CMacs/CMacsType...
https://github.com/CodaFi/C-Macs/blob/master/CMacs/CMacsType...
The organization and structure of this code is arbitrary and within the author's creative expression.
SDL
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[11/52] OpenGL is Still Decent, Actually
https://github.com/libsdl-org/SDL.git (use branch SDL2)
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12to11 – run Wayland applications on an X server
Wayland works well on the Steam Deck because Valve controls the whole system. Because they have their own Wayland compositor (Gamescope), they're able to implement protocols to work around issues in Wayland without being delayed by the bureaucratic process of getting them approved. Here's an SDL pull request where a graphics developer at Valve discusses how two protocols necessary for good GPU performance haven't been added to Wayland yet so Valve added equivalent protocols to Gamescope as a workaround: https://github.com/libsdl-org/SDL/pull/9345
One thing to note is that the Steam Deck only uses Wayland for its fullscreen gaming mode. When you exit to its desktop mode (meant for running non-Steam software), it switches to X11.
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C-Macs – a pure C macOS application
The linked project doesn't use any ObjC files at all. SDL2 has a bunch of Cocoa files[1] so you did use Cocoa even if unknowingly.
[1] https://github.com/libsdl-org/SDL/tree/main/src/video/cocoa
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Revert "video: Prefer Wayland over X11 (take 2)"
Correct. It's explained here:
https://github.com/libsdl-org/SDL/pull/9345#issuecomment-201...
XWayland has special hooks into the compositors that normal wayland clients don't get.
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Semantic Patching in C with Coccinelle
Found about this through the release of SDL 3: https://github.com/libsdl-org/SDL/blob/main/build-scripts/SD...
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reflect-cpp - Now with compile time extraction of field names from structs and enums using C++-20.
https://github.com/libsdl-org/SDL/blob/main/include/SDL3/SDL_events.h
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BBC Basic returns on multiple platforms, open sourced
If that app ran in a 640x480 mode, memory accesses would be just as fast as the VGA applications 25 years ago, correct?
I think there's a lot more going on than that. Here's SDL's current pixel access code:
https://github.com/libsdl-org/SDL/blob/main/src/video/SDL_su...
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Games! How they write code for SDL (+ interview with the creator)
We use the code examples throughout the article. The ellipsis characters "...." in the code were added by the author of the article. You can find the source files on the official GitHub of libsdl. In addition, each fragment has a reference to a specific area in the code. By the time this article is published, many errors will have already been fixed thanks to the issues we opened (for example, here and there). However, the links in the examples point exactly to the code you see in this article. Not only do we enjoy teasing developers but we also like making their projects a little bit better!
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Regarding including external libraries and prefix folders.
FetchContent_Declare(SDL2 GIT_REPOSITORY https://github.com/libsdl-org/SDL.git GIT_TAG release-2.28.3 ) FetchContent_MakeAvailable(SDL2)
- SDL3 Filesystem API RFC
What are some alternatives?
GLFW - A multi-platform library for OpenGL, OpenGL ES, Vulkan, window and input
raylib - A simple and easy-to-use library to enjoy videogames programming
Godot - Godot Engine – Multi-platform 2D and 3D game engine
olcPixelGameEngine - The official distribution of olcPixelGameEngine, a tool used in javidx9's YouTube videos and projects
DS4Windows - Like those other ds4tools, but sexier
DualSenseSupport - Preliminar DualSense
learn-wgpu - Guide for using gfx-rs's wgpu library.
DS4Windows - Like those other ds4tools, but sexier
steam-for-linux - Issue tracking for the Steam for Linux beta client
vulkan-guide - Introductory guide to vulkan.
zig - General-purpose programming language and toolchain for maintaining robust, optimal, and reusable software.
JoyShockMapper - A tool for PC gamers to play games with DualShock 4s, JoyCons, and Pro Controllers. Gyro aiming, flick stick.