nanovg
bgfx
nanovg | bgfx | |
---|---|---|
2 | 71 | |
27 | 14,306 | |
- | - | |
0.0 | 9.3 | |
almost 5 years ago | 7 days ago | |
C | C++ | |
zlib License | BSD 2-clause "Simplified" License |
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nanovg
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So you want to write a GUI framework
BGFX is a general-purpose 3D graphics engine, not a GUI nor vector graphics framework.
Nanovg is an awesome vector graphics library, but has limitations. (1) no ClearType, I fixed in my fork: https://github.com/Const-me/nanovg (2) The only way to get AA is hardware MSAA, unfortunately many popular platforms like Raspberry Pi don’t have good enough hardware to do it fast enough. Nanogui is built on top of Nanovg, shares the limitations.
I agree with the OP that Cairo and Skia are the only viable ones for Linux.
It’s sad because Windows has Direct2D for decades now (introduced in Vista), and unlike 2006, now in 2021 Linux actually has all the lower-level pieces to implement a comparable equivalent. Here’s a proof of concept: https://github.com/Const-me/Vrmac#vector-graphics-engine
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2D Graphics on Modern GPU (2019)
> in your words, that "the quality is not good"
Oh, you were asking why I said so? Because I have clicked the “notes document” link in the article, the OP used the same tiger test image as me, and that document has a couple of screenshots. And these were the only screenshots I have found. Compare them to screenshots of the same vector image rendered by my library, and you’ll see why I noted about the quality.
> Vrmacs draws paths by decomposing them into triangles, rendering them with the GPU rasterizer, and antialiasing edges using screen-space derivatives in the fragment shader.
More or less, but (a) not always, thin lines are different. (b) that’s a high-level overview but there’re many important details on the lower levels. For instance, “screen-space derivatives of what?” is an interesting question, critically important for correct and uniform stroke widths. The meshes I’m building are rotation-agnostic, and to some extent (but not completely) they are resolution-agnostic too.
> and it is perfectly capable of rendering high-quality small text on the GPU
It is, but the performance overhead is massive, compared to GPU rasterizer rendering these triangles. For real-world vector graphics that doesn’t have too much stuff per pixel that complexity is not needed because triangle meshes are good enough already.
> it looks like it occupies a sweet spot similar to NanoVG
They’re similarities, I have copy-pasted a few text-related things from my fork of NanoVG: https://github.com/Const-me/nanovg/ However, Vrmac delivers much higher quality of 2D vector graphics (VAA, circular arcs, thin strokes, etc), is much faster (meshes are typically reused across frames), and is more compatible (GL support on Windows or OSX is not good, you want D3D or Metal respectively).
bgfx
- WebKit Switching to Skia for 2D Graphics Rendering
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Is it possible and realistic to learn independent of an API?
Sort of, I'd recommend a modern higher level API. I'm not sure what the current recommended ones are (probably bgfx), but assuming the wrapper is "low level enough", then the concepts you learn are still going to apply.
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Ask HN: Released games built on FOSS engines?
https://github.com/bkaradzic/bgfx for just that FOSS intermediate rendering library (includes Minecraft)
- Valve Says Counter-Strike 2 for macOS Not Happening, There Aren't Enough Players
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The Ultimate Cross-Platform Rendering Engine?
BGFX: Pretty mature and easy to use with many backends.
- Cairo – Open-Source 2D Graphics Layer/API with Fonts and Many Back-Ends
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Best graphics libraries for game development that are compatible with Apple Metal API?
bgfx. I have not used it, but I have heard good things about it.
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LWJGL = SFML vs Allegro vs SDL vs Ogre vs ???
There's kind of a lack of this for C++ in 3D, I think it's often due to the necessity of a secondary scripting language in game engines with C++, which isn't necessarily needed in Java or C#. SFML is like that (but also 2D), Godot is similar (but more geared towards 2D). Ogre3D is an actual engine like I mentioned earlier, not sure how easy it is to use. Cocos2d is higher level, but is also 2D only. I'm not fond of SDL, it feels like a windowing library with slow old school immediate mode stuff attached, so it ends up not being good at the rest of the tacked on things. SDL is popular as a windowing library, and it's why you see it used everywhere (but the most notable uses of it aren't using their drawing capabilities), I often see bgfx thrown around, and for you it might be a good choice, though I have no experience with it.
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Is it a crazy idea to create a 3D operating system?
Another route could be using an abstraction over Vulkan (faster, more efficient, more difficult): bgfx, dawn, magma, or wgpu (Rust).
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The update we all want but will never get
now, java is actually quite a performant language and even if its not most of the performance bugs in mc are due to it being single threaded, inefficient chunk generation and optimizing, and it built ontop of opengl WHICH isn't much of a performance hit but its still ehh idk it doesn't matter that much (NOW SWITCHING THE GAME TO AN ENTIRELY DIFFERENT GRAPHICS API WOULD SUCK ASS TO DO (and vulkan is quite verbose :))) (AND also bgfx would probably be better due to it being an abstraction layer ontop of all the graphics apis so minecraft could target many depending on your platform (and also bedrock used to (or still does i dont know) use bgfx before they switched to just two (IF IM READING MC WIKI RIGHT BECAUSE IM NOT ENTIRELY SURE IF THEY USE BGFX STILL ?? SO THEY COULD STILL BE TARGETING MULTIPLE YET THEY JUST WROTE THEIR NEW SHIT BAD IDK))
What are some alternatives?
vello - An experimental GPU compute-centric 2D renderer.
GLFW - A multi-platform library for OpenGL, OpenGL ES, Vulkan, window and input
libGDX - Desktop/Android/HTML5/iOS Java game development framework
DiligentEngine - A modern cross-platform low-level graphics library and rendering framework
msdfgen - Multi-channel signed distance field generator
magnum - Lightweight and modular C++11 graphics middleware for games and data visualization
ds_cinder - An application framework built on Cinder
Ogre 3D - scene-oriented, flexible 3D engine (C++, Python, C#, Java)
nanovg - Antialiased 2D vector drawing library on top of OpenGL for UI and visualizations.
sokol - minimal cross-platform standalone C headers
VCSamples - Samples for VC++
The-Forge - The Forge Cross-Platform Rendering Framework PC Windows, Steamdeck (native), Ray Tracing, macOS / iOS, Android, XBOX, PS4, PS5, Switch, Quest 2