DearPy3D
magnum
DearPy3D | magnum | |
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4 | 22 | |
82 | 4,765 | |
- | - | |
6.7 | 9.3 | |
over 2 years ago | 9 days ago | |
C++ | C++ | |
MIT License | GNU General Public License v3.0 or later |
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DearPy3D
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How does one make their own GUI from scratch? (no GUI libraries)
Dear PyGui is awesome and supports creating node editors. 3D is not really supported yet (although matrix functions are), but future versions will support 3D. The core developers are very much interested in 3D rendering. As a little test, Hoffstadt created DearPy3D. He is currently working on Pilotlight, which is still early stages and eventually will be the core of Dear PyGui version 3.
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The hand-picked selection of the best Python libraries released in 2021
Just a quick update since then is that Dear PyGui has reached version 1.0 and the API is now stable with a proper deprecation policy. Additional features include support for extremely dynamic tables, became faster still, introduction of the first steps into 3D and drawing transformations, support for multiple fonts, node editor and many small improvements and bug fixes. There are still many ideas for future development, including more 3D.
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Best gui framework for fast 2d operations and 3d render?
With regard to 3D, are you aware of DearPy3D by the same developers (still under development, also available under the MIT license)?
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Dear PyGui 3D Engine (Marvel)
hoffstadt/Marvel: Dear PyGui 3D Engine (early development) (github.com)
magnum
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Want to a 3D game without a game engine but not having to deal with opengl stuff ?
Magnum
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Good graphics engines to visualize my physics framework?
If you want something that gives you more control you could use magnum.
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100,000 subscriber celebration β Ask the Godot contributors anything!
Therefore, in terms of artist mindshare, Blender is the leading open source 3D creation program, but not the leading 3D creation program. I think Godot is already in a similar situation, and has been for a few years now. In comparison, most other open source game engines have focused on providing low-level functionality. These certainly fulfill a niche, but in my experience, most people want something that works at a higher level and comes with a built-in editor.
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Looking for a 2D/3D rendering layer for C++
Magnum is worth checking out.
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Simple light graphics library for c++?
Since you want something lightweight, I'll assume you mean the former. If that's the case, then checkout bgfx or Magnum. Magnum does include some extra features typically found in a graphics engine.
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Best C++ libraries for 2D game development
You could try Magnum it wraps SDL and others, but you might find it maybe too low-level. It's certainly not Love2D.
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Exceptions: Yes or No?
C++ is similar to C in that there are multiple "styles" of use that vary from project to project. Other, usually newer languages (C#, Python, Rust, etc) tend to have a stronger sense of what idioms should be used. Whereas, for instance, some C++ projects (like some GUI libraries and game/graphics engines) will partially/entirely replace the STL (and older ones may have been around before C++ had a standard library aside from C's), or forbid the use of certain C++ features (example).
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What is a good absolutely minimalist game/rendering engine?
Magnum Graphics
- C++ Game Engine - Which framework?
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Magnum: Lightweight, modular C++11 graphics middleware for games/visualization
> He has Vulkan support in here with a clearly marked file named Pipeline.cpp. The guy knows what a pipeline is...
There is a Vulkan API wrapper. However, there is no "Vk Renderer" -- no code seems to use the Vulkan parts of the code system, and the two projects seem unrelated.
> * Is this not a UBO interface?
There are ways of making a uniform buffer, however the examples don't cover them and the API doesn't adapt automatically. See how all of the setters assert if UBOs are enabled.
https://github.com/mosra/magnum/blob/cfc02599e54e02337dd56bb...
> * I don't see why you think there's limited support for multiple framebuffers...?
The code I do see is about binding/unbinding framebuffers in a stateful manner, e.g. AbstractFramebuffer::bind(), rather than supporting passes.
> None of your criticism seem well intentioned. It might behoove you to give people the benefit of the doubt and realize that you may be able to learn something from them, even if they're so clearly inferior to you.
To put it simply, I've taught enough graphics to know first-hand the kinds of misconceptions that OpenGL-styled APIs can cause, and I'm just a bit tired to see it continue. Admittedly I was a bit harsh, I don't mean any harm towards the author. There are just graphics APIs with interfaces I consider to be much better designed.
What are some alternatives?
skweak - skweak: A software toolkit for weak supervision applied to NLP tasks
bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.
DearPyGui - Dear PyGui: A fast and powerful Graphical User Interface Toolkit for Python with minimal dependencies
Ogre 3D - scene-oriented, flexible 3D engine (C++, Python, C#, Java)
finetuner - :dart: Task-oriented embedding tuning for BERT, CLIP, etc.
OpenSceneGraph - OpenSceneGraph git repository
evidently - Evidently is ββan open-source ML and LLM observability framework. Evaluate, test, and monitor any AI-powered system or data pipeline. From tabular data to Gen AI. 100+ metrics.
GLFW - A multi-platform library for OpenGL, OpenGL ES, Vulkan, window and input
AugLy - A data augmentations library for audio, image, text, and video.
Cinder - Cinder is a community-developed, free and open source library for professional-quality creative coding in C++.
processing - Source code for the Processing Core and Development Environment (PDE)
urho3d - Game engine