ImageSharp
bevy
ImageSharp | bevy | |
---|---|---|
34 | 574 | |
7,117 | 32,489 | |
1.0% | 2.4% | |
9.7 | 9.9 | |
7 days ago | 3 days ago | |
C# | Rust | |
GNU General Public License v3.0 or later | MIT OR Apache-2.0 |
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.
ImageSharp
- Is there a way to remove metadata from an image file?
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First automatic JPEG-XL cloud service
> High quality progressive decoding at reduced filesizes is a big positive for me.
This is really cool!
Honestly, I want to use regular progressive JPEGs for a current project of mine, but it seems that even that doesn't have support in all the tech stacks yet despite how long it's been around for, for example: https://github.com/SixLabors/ImageSharp/issues/449
Here's hoping that in the case of JPEG-XL this will be more commonplace!
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Unity’s New Pricing: A Wake-Up Call on the Importance of Open Source in Gaming
Here's an example:
https://github.com/SixLabors/ImageSharp/blob/main/LICENSE#L2...
https://news.ycombinator.com/item?id=33301518
Again, nothing stops someone from forking and maintaining.
Are you saying this is not legally enforceable? Because I am under the impression from my legal council it is. I can ask again to get more clarity.
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ChatGPT: Assisting you with your chords
ChatGPT is very good at being confidently incorrect. I asked it for some programming related thing and it gave me some code that used a class from a library as if it was generic, when it was not, and even made up some classes. You should also remember that things have since updated and things that might have been true back in 2020, may not be anymore. SixLabors.ImageSharp, for example has reworked some code since then and ChatGPT regularly messes up the methods that it uses, most notably Image.GetPixelSpan.
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Reasons to switch from python to dotnet ? Image processing involved
There is one in dot net too https://github.com/SixLabors/ImageSharp
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Compress/resize images
ImageSharp is another option, but could have licence implications.
- QR Code reader not dependant on System.Drawing
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GitHub - A Place to Fork
One example from the top of my head is ImageSharp.
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ImageSharp leaving the .NET Foundation due to licensing change
Library users should come together and fork the last open source version (https://github.com/SixLabors/ImageSharp/tree/v2.1.3) and maintain that together. Just having a version still available, even if it's got no new features, may be enough to make the Six Labors reconsider their approach because why pay for a library that can mostly work for free?
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TIL: mime types and static assets in Umbraco
Since .net doesn't yet support avif and neither does ImageSharp, files of this type just didn't have a MIME type available and trying to use them would result in a 404 error.
bevy
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Voronoi, Manhattan, random
Bevy. A very young engine where you need to write the game entirely in Rust—that was appealing. But fatal flaws overshadowed everything: no editor, the engine brutally enforces the ECS approach, and the game's architecture must literally bend to fit this paradigm. So, you won't migrate to another engine at all—you just throw away all the code and start from scratch.
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Web Game Engines and Libraries
Missing one of the best choices as long as "maturity" isn't on the top of your list: Bevy - https://bevyengine.org/
Game engine written in Rust, leveraging ECS in almost every place and way, with a really capable WASM export option. Wrestling ECS for the first time might take you some time, but in my experience helps you keep game code as clean and decoupled as game code could be.
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3D and 2D: Testing out my cross-platform graphics engine
I don't see WASM/WebGPU changing anything when it comes to gaming, as an industry, personally. 3d visualizations and interactive websites? Yeah definitely a nice improvement over WebGL 2, if years late.
WebGPU is pretty far behind what AAA games are using even as of 6 years ago. There's extra overhead and security in the WebGPU spec that AAA games do not want. Browsers do not lend themselves to downloading 300gb of assets.
Additionally, indie devs aren't using Steam for the technical capabilities. It's purely about marketshare. Video games are a highly saturated market. The users are all on Steam, getting their recommendations from Steam, and buying games in Steam sales. Hence all the indie developers publish to Steam. I don't see a web browser being appealing as a platform, because there's no way for developers to advertise to users.
That's also only indie games. AAA games use their own launchers, because they don't _need_ the discoverability from being on Steam. So they don't, and avoid the fees. If anything users _want_ the Steam monopoly, because they like the platform, and hate the walled garden launchers from AAA companies.
(I work on high end rendering features for the Bevy game engine https://bevyengine.org, and have extensive experience with WebGPU)
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What Are Const Generics and How Are They Used in Rust?
I was working through an example in the repo for the Bevy game engine recently and came across this code
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WebAssembly Playground
That's possible. I did spend quite a bit of time tinkering with compiler flags, and followed the recommendations.
Some notes I found just now seems to agree with my results, though: https://github.com/bevyengine/bevy/issues/3978#issuecomment-...
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Immediate Mode GUI Programming
I cannot recommend immediate mode GUI programming based on the limitations I've experienced working with egui.
egui does not support putting two widgets in the center of the screen: https://github.com/emilk/egui/issues/3211
It's really easy to get started with immediate mode, it's really easy to bust out some UI, but the second you start trying to involve dynamically resized context and responsive layouts -- abandon all hope. The fact it has to calculate everything in a single pass makes these things hard/impossible.
... that said, I'm still using it for https://ant.care/ (https://github.com/MeoMix/symbiants) because it's the best thing I've found. I'm crossing my fingers that Bevy's UI story (or Kayak https://github.com/StarArawn/kayak_ui) become significantly more fleshed out sooner rather than later. Bevy 0.13 should have lots more in this area though (https://github.com/bevyengine/bevy/discussions/9538)
- A minimal working Rust / SDL2 / WASM browser game
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ECS, Finally
I've also been enjoying building My First Game™ in Bevy using ECS. The community around Bevy really shines, but Flecs (https://github.com/SanderMertens/flecs) is arguably a more mature, open-source ECS implementation. You don't get to write in Rust, though, which makes it less cool in my book :)
I'm not very proud of the code I've written because I've found writing a game to be much more confusing than building websites + backends, but, as the author notes, it certainly feels more elegant than OOP or globals given the context.
I'm building for WASM and Bevy's parallelism isn't supported in that context (yet? https://github.com/bevyengine/bevy/issues/4078), so the performance wins are just so-so. Sharing a thread with UI rendering suuucks.
If anyone wants to browse some code or ask questions, feel free! https://github.com/MeoMix/symbiants
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Intel CEO: 'The entire industry is motivated to eliminate the CUDA market'
These days, some game engines have done pretty well at making compute shaders easy to use (such as Bevy [1] -- disclaimer, I contribute to that engine). But telling the scientific/financial/etc. community that they need to run their code inside a game engine to get a decent experience is a hard sell. It's not a great situation compared to how easy it is on NVIDIA's stack.
[1]: https://github.com/bevyengine/bevy/blob/main/examples/shader...
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Trying to write a game with mods loaded at runtime
This is the API you need: https://github.com/bevyengine/bevy/pull/9774
What are some alternatives?
Magick.NET - The .NET library for ImageMagick
Amethyst - Data-oriented and data-driven game engine written in Rust
OpenCvSharp - OpenCV wrapper for .NET
Godot - Godot Engine – Multi-platform 2D and 3D game engine
ImageProcessor - :camera: A fluent wrapper around System.Drawing for the processing of image files.
Fyrox - 3D and 2D game engine written in Rust
Emgu CV - Emgu CV is a cross platform .Net wrapper to the OpenCV image processing library.
piston - A modular game engine written in Rust
ImageResizer - The official repository for ImageResizer
RG3D - 3D and 2D game engine written in Rust [Moved to: https://github.com/FyroxEngine/Fyrox]
MetadataExtractor - Extracts Exif, IPTC, XMP, ICC and other metadata from image, video and audio files
specs - Specs - Parallel ECS