DirectXTK12
GLM
DirectXTK12 | GLM | |
---|---|---|
6 | 36 | |
1,402 | 8,671 | |
1.6% | 2.2% | |
7.9 | 9.0 | |
11 days ago | 9 days ago | |
C++ | C++ | |
MIT License | GNU General Public License v3.0 or later |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
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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.
DirectXTK12
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Learning DirectX 12 in 2023
DirectXTK 12 (includes SimpleMath and other goodies)
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Reject support, return to Stack Overflow. - Microsoft
Looks like that's from https://github.com/microsoft/DirectXTK12, an open-source DX12 tool kit
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How do I create a terrain with DirectX 8?
For example: https://github.com/microsoft/DirectXTK12
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How to handle multithreading in concept.
or https://github.com/microsoft/DirectXTK12/wiki/Getting-Started
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Where can I learn directx 12 from?
DirectX Tool Kit for DirectX 12
- DirectX 12 Helper libraries?
GLM
- Release of GLM 1.0.0
- C++23: The Next C++ Standard
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What files from glm's github do I need to add to my emscripten project?
I am a greenhorn at graphics programming. I just made an app in OpenGL with C++ that I now need to change over to a browser app with WebGL. WebGL looks pretty cool but since my app does a lot of calculations I assumed I should keep the heavier calculating parts in C++ with emscripten ( which I am also just learning ). So looking at it, it just looks like glm is the only library I seriously need for my c++ code and that seems pretty cool because it is a header only app it says. But in the github there are a lot of folders and files so I am not sure which are indispensable or not. Any advice?
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What is a file with the .i.hh extension such as myfile.i.hh used for in a C++ project?
GLM does it quite well, it has core includes then a detail folder with all the inl files that get added. https://github.com/g-truc/glm
- [Opengl] Aide: compilation et installation de GLFW
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Porting to metal?
I once ported an OpenGL code base over to Metal. For me, it was essential to do as much code sharing as possible. Because I was using the GLM library in that code base and generally found that library very useful I wanted to know whether I can use GLM with Metal. I had to do some research but it turned out it works really well, see here
- Which is the best way to work with matrices and linear algebra using c++?
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Best C++ Game Framework
I would also recommend GLM
- PocketPy: A Lightweight(~5000 LOC) Python Implementation in C++17
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Learning DirectX 12 in 2023
Alongside MiniEngine, you’ll want to look into the DirectX Toolkit. This is a set of utilities by Microsoft that simplify graphics and game development. It contains libraries like DirectXMesh for parsing and optimizing meshes for DX12, or DirectXMath which handles 3D math operations like the OpenGL library glm. It also has utilities for gamepad input or sprite fonts. You can see a list of the headers here to get an idea of the features. You’ll definitely want to include this in your project if you don’t want to think about a lot of these solved problems (and don’t have to worry about cross-platform support).
What are some alternatives?
DirectXTex - DirectXTex texture processing library
Eigen
DirectXTK - The DirectX Tool Kit (aka DirectXTK) is a collection of helper classes for writing DirectX 11.x code in C++
DirectXMath - DirectXMath is an all inline SIMD C++ linear algebra library for use in games and graphics apps
ShaderGlass - Overlay for running GPU shaders on top of Windows desktop
linmath.h - a lean linear math library, aimed at graphics programming. Supports vec3, vec4, mat4x4 and quaternions
FX11 - Effects for Direct3D 11 (FX11) is a management runtime for authoring HLSL shaders, render state, and runtime variables together.
cglm - 📽 Highly Optimized 2D / 3D Graphics Math (glm) for C
The-Forge - The Forge Cross-Platform Rendering Framework PC Windows, Steamdeck (native), Ray Tracing, macOS / iOS, Android, XBOX, PS4, PS5, Switch, Quest 2
OpenBLAS - OpenBLAS is an optimized BLAS library based on GotoBLAS2 1.13 BSD version.
DirectX-Headers - Official DirectX headers available under an open source license
blaze