Hazel
gfxRenderEngine
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Hazel | gfxRenderEngine | |
---|---|---|
9 | 4 | |
11,201 | 5 | |
- | - | |
2.0 | 0.0 | |
4 days ago | over 2 years ago | |
C++ | C | |
Apache License 2.0 | GNU General Public License v3.0 only |
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.
Hazel
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How I Added Continuous Integration (CI) to a C++ Project
I used a workflow template for MSBuild-based projects. When doing this lab exercise I referred to this video by TheCherno, who used the same template for his Hazel Game Engine developed using Visual Studio. The Microsoft Build Engine, MSBuild, is what Visual Studio uses to load and build managed projects. Since I'm also developing my project using Visual Studio, this template seemed like the best option.
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Recommendations on how to start a small Vulkan project
Don't write a full blown abstraction, you won't use it. Also Hazel is a great game engine which relies on Vulkan that you could use as well.
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Is it worth building a game engine?
And sometimes I feel like 50% of those are copy-pasted from Hazel, which is also far from being commercially viable, despite its popularity.
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Where are uint64_t and size_t coming from ?
They're coming from the precompiled header in that project: https://github.com/TheCherno/Hazel/blob/dcdbfe13ac1d06a1650f66719cb4f79ecf310c85/Hazel/src/hzpch.h
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people working in C++ game dev, I need help and advice
https://github.com/TheCherno/Hazel there's a youtube series following the development of this engine, and other useful series on the same channel
- Creating a program that creates programs
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The engine featuring Mednafen
Also, I just created premake configurations for the Vulkan SDK. Actually, this is only for the shader compiler and spirv-cross, so there might be more stuff from the SDK to be added.
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Object-Oriented Entity-Component-System Design
IIRC, all those engines provide an ECS that could be compared to entt.
Also, there is Hazel[0] which is based on entt and is the subject of an amazing youtube series[1].
IMHO, tinier means less features, at that point what could be considered comparable?
[0] - https://github.com/TheCherno/Hazel
gfxRenderEngine
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The engine featuring Mednafen
The renderer is designed platform-agnostic: renderer Everything is pure virtual and can be implemented by multiple APIs.
- 2D engine for old-school adventure games
What are some alternatives?
entt - Gaming meets modern C++ - a fast and reliable entity component system (ECS) and much more
SFML - Simple and Fast Multimedia Library
froggy - Component Graph System experiment
raylib - A simple and easy-to-use library to enjoy videogames programming
Ahk2Exe - Official AutoHotkey script compiler - written itself in AutoHotkey
marley - "Many Awesome Retro Linux Emulators, Yay!" -- A bundle of gaming console emulators for the x86_64 Linux platform
habitat - Modern applications with built-in automation
vulkanHppMinimalExample - A condensed vulkan triangle example
Vulkan-Samples - One stop solution for all Vulkan samples
ctil
go-go-web - Command-line tool that converts TIL posts into .html files.