Ghurund
Ghurund | gtec-demo-framework | |
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1 | 42 | |
85 | 245 | |
- | 2.0% | |
0.0 | 4.8 | |
9 days ago | 2 months ago | |
C++ | C++ | |
MIT License | BSD 3-clause "New" or "Revised" License |
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Ghurund
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resources for making a gui library
I'm currently working on a GUI library for my engine (I enjoy the process itself!). If you wish to take a look, the sources are open: https://github.com/ZieIony/Ghurund/tree/master/engine/Engine.UI/src/ui . It's a retained-mode GUI inspired by android.view and WPF. I can also answer your questions about it (and retained-mode GUIs in general) if you have any.
gtec-demo-framework
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Fixed/Framerate-Independent Timestep for "pixel-perfect" 2D games?
While the principle in that article is correct it’s unfortunately a lot more complex to solve correctly. See my answers to a similar problem here. You can also check this app
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Confused about sRGB swapchain format, the displayed colors looks wrong
Here are some details that should help. You can also look at this example
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How did they create the grid and its distortions in Geometry Wars? Is there an algorithm for this?
There is also this implementation.
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Making UI Library (OpenGL) in your engine
Take a look at this
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Any ideas why my gl es2 animation is blurry/ghosted? Looks the same if rotation is done in shader or done by directly modifying with vertex attrib pointer. Using egl wayland and gles2
You could try running the samples from the NXP demo framework to see if they show the same behavior. I expect the GLES2.S06_Texturing sample would be easy to see it on.
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Any topics about advanced text rendering?
If op decides to use bitmap fonts for small sizes there is some valuable tips here
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A new build system for C/C++ - lean, statically typed, cross-platform, easily bootstrappable
Well here is a real world large project with 452 packages and 170 applications that run on five operating systems that has been using this since 2014.
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OctaneGUI August 2022 Update
Does it handle DPI properly? If not you might find this useful.
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GUI USING OPENGL
Check this guide
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How can I render textures so that their curves don't look terrible and are smooth?
Maybe this can help.
What are some alternatives?
storm-engine - Game engine behind Sea Dogs, Pirates of the Caribbean and Age of Pirates games.
Vulkan - Examples and demos for the new Vulkan API
ShaderPiPFX - HLSL live player. Compile and play your HLSL shader automatically.
dat.gui - Lightweight controller library for JavaScript.
microui - A tiny immediate-mode UI library
3d-game-shaders-for-beginners - 🎮 A step-by-step guide to implementing SSAO, depth of field, lighting, normal mapping, and more for your 3D game.
The-Forge - The Forge Cross-Platform Rendering Framework PC Windows, Steamdeck (native), Ray Tracing, macOS / iOS, Android, XBOX, PS4, PS5, Switch, Quest 2
LearnOpenGL - Code repository of all OpenGL chapters from the book and its accompanying website https://learnopengl.com
PBR-renderer - physically based renderer written in DX12 with image-based lighting, classic deffered and tiled lighting approaches
OctaneGUI - OctaneGUI is a renderer agnostic multi-window multi-platform UI library for C++.
captain-blood
vulkan-guide - Introductory guide to vulkan.