Hazel
imgui
Hazel | imgui | |
---|---|---|
9 | 351 | |
11,223 | 55,870 | |
- | - | |
1.8 | 9.7 | |
17 days ago | 7 days ago | |
C++ | C++ | |
Apache License 2.0 | MIT License |
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
imgui
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Using raylib with Dear ImGui: Game Dev Debugging UI
include(cmake/CPM.cmake) function(raylib_imgui_setup_dependencies) message(STATUS "Include Dear ImGui") FetchContent_Declare( ImGui GIT_REPOSITORY https://github.com/ocornut/imgui GIT_TAG 277ae93c41314ba5f4c7444f37c4319cdf07e8cf) # v1.90.4 FetchContent_MakeAvailable(ImGui) FetchContent_GetProperties(ImGui SOURCE_DIR IMGUI_DIR) add_library( imgui STATIC ${imgui_SOURCE_DIR}/imgui.cpp ${imgui_SOURCE_DIR}/imgui_draw.cpp ${imgui_SOURCE_DIR}/imgui_widgets.cpp ${imgui_SOURCE_DIR}/imgui_tables.cpp) target_include_directories(imgui INTERFACE ${imgui_SOURCE_DIR}) include(cmake/CPM.cmake) message(STATUS "Include dbg-macro") cpmaddpackage( "gh:sharkdp/dbg-macro#fb9976f410f8b29105818b20278cd0be0e853fe8" )# v0.5.1 message(STATUS "Include fmtlib") cpmaddpackage("gh:fmtlib/fmt#e69e5f977d458f2650bb346dadf2ad30c5320281" )# 10.x message(STATUS "Include raylib") cpmaddpackage("gh:raysan5/raylib#ae50bfa2cc569c0f8d5bc4315d39db64005b1b0" )# v5.0 message(STATUS "Include spdlog") cpmaddpackage("gh:gabime/spdlog#7c02e204c92545f869e2f04edaab1f19fe8b19fd" )# v1.13.0 message(STATUS "Include rlImGui") FetchContent_Declare( rlImGui GIT_REPOSITORY https://github.com/raylib-extras/rlImGui GIT_TAG d765c1ef3d37cf939f88aaa272a59a2713d654c9) FetchContent_MakeAvailable(rlImGui) FetchContent_GetProperties(rlImGui SOURCE_DIR RLIMGUI_DIR) add_library(rlimgui STATIC ${rlimgui_SOURCE_DIR}/rlImgui.cpp) target_link_libraries(rlimgui PRIVATE imgui raylib) target_include_directories(rlimgui INTERFACE ${rlimgui_SOURCE_DIR}) endfunction()
- Ask HN: Fastest cross-platform GUI stack/strategy
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Immediate Mode GUI Programming
Immediate mode is a fuzzy concept, as witnessed by this writeup: https://github.com/ocornut/imgui/wiki/About-the-IMGUI-paradi...
- Nebula is an open-source and free-to-use modern C++ game engine
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Black Triangles
It's fun to see the evolution in e.g. these examples of image loading for Dear Imgui:
https://github.com/ocornut/imgui/wiki/Image-Loading-and-Disp...
DirectX9 will even load the image for you, DirectX11 okay we get a few more structures to fill out, DirectX12 is where it goes off the rails and we are filling out a bunch of UNKNOWN DONT_CARE JUST_DO_IT. Then of course Vulkan is the one that gets the big fat "this probably won't actually work for you" warning.
I understand whats happening, but you know sometimes I just want to display a fucking image.
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Dear ImGui: Bloat-free Graphical User interface with minimal dependencies
ImGui is engine/GPU agnostic
Themeing isn't a just a retained mode thing, you can do wonders with immediate UIs, even thought (dear)ImGui doesn't provide much, you can still do wonders: https://github.com/ocornut/imgui/issues/707#issuecomment-362...
More on that topic: https://www.youtube.com/watch?v=Z1qyvQsjK5Y
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Where do I start to learn C++ for a game development
Bonus: If you want to make desktop app with UI, then this is another great C++ library and it's also simple to learn as well. https://github.com/ocornut/imgui.
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GUI library for fast prototyping
AFAIK the Rust equivalent to C++'s Dear ImGui is egui.
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Stretching myself thin with Dear ImGui projects
They use a Dear ImGui, a C++ GUI library.
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PCSX2 Disables Wayland Support
Aside from bugs and driver issues, Wayland has some unfortunate design limitations. For example, Dear ImGui multi-viewports don't work because "Wayland doesn't let application read or write windows positions."
https://github.com/ocornut/imgui/wiki/Multi-Viewports
This is a feature available on Windows, macOS, and of course X11. Making choices like this means desktop Linux becomes even more of a weird island that nobody wants to support.
What are some alternatives?
entt - Gaming meets modern C++ - a fast and reliable entity component system (ECS) and much more
wxWidgets - Cross-Platform C++ GUI Library
froggy - Component Graph System experiment
nuklear - A single-header ANSI C immediate mode cross-platform GUI library
gfxRenderEngine - A graphics rendering engine
NanoGUI - Minimalistic GUI library for OpenGL
Ahk2Exe - Official AutoHotkey script compiler - written itself in AutoHotkey
GTK+ - Read-only mirror of https://gitlab.gnome.org/GNOME/gtk
marley - "Many Awesome Retro Linux Emulators, Yay!" -- A bundle of gaming console emulators for the x86_64 Linux platform
egui - egui: an easy-to-use immediate mode GUI in Rust that runs on both web and native
habitat - Modern applications with built-in automation
CEGUI