ImGui.NET
The-Forge
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ImGui.NET | The-Forge | |
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17 | 34 | |
1,709 | 4,370 | |
2.2% | 2.7% | |
6.7 | 6.9 | |
6 days ago | 28 days ago | |
C# | C++ | |
MIT License | Apache License 2.0 |
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ImGui.NET
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Using ImGui.NET with SDL2-CS?
Now I'm trying to integrate ImGui into the engine. One solution I found was using this but as far as I can tell it locks you into using OpenGL which is something I would like to avoid as one of the main selling points of SDL2 for me is it's abstraction over the rendering backend.
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c# native with a gui
In additiona to imgui wrapper which works great with NativeAOT, only slight nudge and you have 10Mb executable. With all deps it's 13Mb. Also there Avalonia mentioned in sibling message which work great and in 11.0-preview5 probably would not need any additional configuraiton. In case if OP is have soft spot for web tech, he can use photino.Blazor which also with slight modifications would simply works and produce 27Mb executable.
There's a imgui wrapper https://github.com/mellinoe/ImGui.NET
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Need help with converting C++ to C#
I'm converting rlImGui from C++ to C# so I can use it with ImGui.NET and Raylib-cs but I'm getting stuck at a couple places. I don't know how to convert line 331 to C# since in ImGui.NET cmd.UserCallback is an IntPtr and not something I can call. I did a quick google search and you can use the Marshal library to convert it to a callable delegate but I think you need to also have the delegate known to do that. There's also line 82 but that is specific to Raylib. The function it calls does not seem to be included in Raylib-cs. Also, rlImGui keeps using a Texture type but that is not defined in Raylib-cs or ImGui.NET. I assume I can substitute it with Texture2D from Raylib-cs but I'm not to the point in porting to see if Texture2D has the necessary fields/properties/methods.
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Strange ImGui issue possibly related to ImGui.PushID()
ImGui.NET 1.87.3 (using the example implementation)
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ImGui::ImageButton with a MonoGame Texture2D
If you use this example implementation for XNA/MonoGame, you can just use ImGuiRenderer.BindTexture() which returns an IntPtr.
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Are there any low-level library options for creating desktop apps?
The only thing I could really think of is something like ImGui for C# (https://github.com/mellinoe/ImGui.NET) but I've never used it. It's going to give you some simple wrappers around ImGui (https://github.com/ocornut/imgui) but even this is going to lock you into the UI framework -- you can't just "draw a rectangle" per se and use it as a "control." Do note however this is an "immediate mode" GUI which is different from how most general desktop windowing systems work in "retained mode" (which are typically event driven, which saves on computing power to not draw the same stuff over and over).
- Free UI frameworks for NET .Core 6 Winforms?
- does anyone have an imgui cs renderer with a working text input?
- Is it possible to write a C# application on Linux and run it with Wine?
The-Forge
- WebKit Switching to Skia for 2D Graphics Rendering
- Not only Unity...
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Ask HN: Released games built on FOSS engines?
Oh, I forgot a few major ones:
https://github.com/ConfettiFX/The-Forge was used in No Man's Sky, Hades and Starfield.
https://github.com/jrouwe/JoltPhysics is the physics engine in Horizon Forbidden West.
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Amnesia TDD HPL2 refactor
This is a toy project that I've been working on for the past few months. Essentially, I've rewritten all the rendering code for the engine using BGFX. This means that all the fixed function OpenGL 1.2 code has been removed from the engine. BGFX supports OpenGL 3.3 and DirectX11, but there are still some rendering artifacts with DirectX11, so the engine still uses OpenGL when running on Windows. I've been considering switching to The Forge (https://github.com/ConfettiFX/The-Forge) if I want to have more control over the rendering pipeline. However, this is a complex topic with significant implications for the codebase. I've already done the hard work of eliminating clumsy abstractions in the engine and simplifying the render pipeline, so it's just a matter of deciding what direction I want to take.
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Looking for a C++ 2D/3D rendering engine/api.
The-Forge might fit:
- SoLoud - Game Audio Engine ที่ใช้งานง่าย (มาก) และ opensource สำหรับ C++
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API of Graphics APIs
We’re using The Forge (https://github.com/ConfettiFX/The-Forge) for this.
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Is there a list of resources which help to abstract over OpenGL and Vulkan, as their as their GLSL dialects? (DirectX and HLSL are also welcomed)
Check out TheForge
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SDL vs Unreal
Or if you prefer something similar to SDL but little bit high level with support for console and enterprise. There is the forge. https://github.com/ConfettiFX/The-Forge
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If you DON'T use UE/Unity what is your workflow
How about The Forge as base?
What are some alternatives?
bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.
DiligentEngine - A modern cross-platform low-level graphics library and rendering framework
Veldrid - A low-level, portable graphics library for .NET.
imgui - Dear ImGui: Bloat-free Graphical User interface for C++ with minimal dependencies
Introducing .NET Multi-platform App UI (MAUI) - .NET MAUI is the .NET Multi-platform App UI, a framework for building native device applications spanning mobile, tablet, and desktop.
filament - Filament is a real-time physically based rendering engine for Android, iOS, Windows, Linux, macOS, and WebGL2
Monogame.ImGui - An ImGui.NET wrapper for Monogame
VulkanSceneGraph - Vulkan & C++17 based Scene Graph Project
godot-3d-mannequin - An Open Source 3d character and character controller for the Godot game engine
Skia - Skia is a complete 2D graphic library for drawing Text, Geometries, and Images.
vulkan-guide - Introductory guide to vulkan.