LearnOpenGL
processing
LearnOpenGL | processing | |
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636 | 465 | |
11,823 | 6,505 | |
0.2% | -0.1% | |
3.8 | 3.8 | |
about 1 year ago | 4 months ago | |
C++ | Java | |
GNU General Public License v3.0 or later | GNU General Public License v3.0 or later |
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LearnOpenGL
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Ask HN: What Are You Working On? (July 2025)
Learning OpenGL. https://gamemath.com/ is free and a great way of explaining most of the math in an intuitive way without getting handwavy or imprecise. https://learnopengl.com/ is also free!
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Cloth
At the end of the day, it's all just maths and physics.
You didn't specifically ask about game development, but that domain is where the majority of graphics, mathematics, lighting, physics, etc, knowledge is distributed. And it can be difficult to find information solely about (e.g.) cloth simulation and other niche topics without it being coupled into game development resources.
I happened to read https://alextardif.com/LearningGraphics.html today, which might give you some pointers in various directions. https://learnopengl.com/ gets a consistently good rap, even today when there are newer APIs like Vulkan and Metal. Consider the API as 5% of the problem to solve though (less tbh, though Vulkan is proving even heavier than I was warned).
If you don't want to learn C/C++, I understand there's a large community around WebGL, so finding their subreddits and other forums could be a good starting point too.
However, again, the API and platform is really just a wrapper around the actual physics simulation (the impressive part).
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A-Share Market Surge - FAV0 Weekly #016
Learn OpenGL - A free OpenGL tutorial suitable for learners looking to deepen their understanding of graphics APIs, visit http://learnopengl.com.
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Ask HN: Resources for Learning Graphics Programming
Me and a friend build our own Graphics engines based on https://learnopengl.com I can highly recommend this to everyone who gets started with computer graphics. It is a lot of new information but not the most modern Graphics library, but the information will help you understand the field and pickup any other graphics library quicker. Once I had a small project up and running I started looking at https://emscripten.org/ to combine it with some web experiments and more easily share my work with other over the web. I also started looking at https://vulkan-tutorial.com/ and https://webgpufundamentals.org/ to experiment with geometry shaders.
Next to Realtime Graphics you could also dabble into the world of Ray-Tracing. Personally I'm still quite new to this field but my master thesis supervisor also gave lectures at an other university where they recoded a lot of lectures during Covid. Advanced Computer graphics at the UU for example https://ics-websites.science.uu.nl/docs/vakken/magr/2021-202... The course recommends https://raytracing.github.io/ as a resource to students, and I can also recommend this.
As a small note to end with, the website(s) of professors giving computer graphics are a true tressure trove of information: https://jacco.ompf2.com/ https://www.3dgep.com/cpp-fast-track-1-getting-started/
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LÖVR – An open source framework for rapidly building immersive 3D experiences
Somewhat related, I'm trying to convert the Learn OpenGL tutorials [0] to LÖVR [1]. The main goal is to understand the changes needed to convert the Open GL shaders to the LÖVR version, as there are some changes.
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[0]: https://learnopengl.com/
[1]: https://github.com/wolf81/lovr-learnopengl
- Learn OpenGL: extensive tutorial resource for learning Modern OpenGL
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The Game for my Daughter
Wvhile browsing over the net, one website stands out learnopengl.com. It looks very well-structured, have covered a variety of different topics and have links to the source code. And that is not only about the code, but building an important understanding what is going on behind those lines. I'm pretty sure I will go over the articles over and over again to refresh certain aspects when I actually need them.
- Learn OpenGL, extensive tutorial resource for learning Modern OpenGL
- Learn OpenGL eBook
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LearnD3D11, a guide aimed at anyone trying to learn Direct3D11
Also recommended: LearnOpenGL [1] and Vulkan Guide [2]
[1]: https://learnopengl.com/
processing
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DevLog 20250611: Audio API Design for Divooka Glaze!
Glaze! is an interactive media framework in Divooka that features a Processing-like interface.
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What is a modern successor to HyperCard?
I have been following HyperCard clones for years. It would take me some time to gather what I found, but the short answer is to download a Mac OS 9 emulator (it works) and load up HyperCard 2.4.1 and have fun.
Emulators page with links to versions for MacOS and Windows.
https://mendelson.org/emulators.html
Hypercard 2.4.1 is available at the Macintosh Repository
https://www.macintoshrepository.org/2632-hypercard-2-4
I had bought it long and used it in my work to make simulations with graphical output (via XCMDS) and to output EPS files for tech pubs. I think that the in-house use of HyperCard was vastly under-reported.
I'll update in a reply if and when I find the best standalone HC clones in my search.
Naturally, the full-blown emulator and HC are not for kids, unless you install it for your kids. I let my daughter have some fun with the original HyperCard, and I keep a MacCube with MacOS9 for sentimental reasons, though it's boxed right now.
Sightly off-topic, Processing offers highly graphical coding.
https://processing.org/
And gcompris offers lots of educational apps that one might have written in HyperCard.
https://www.gcompris.net/index-en.html
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Processing Foundation is hiring a Processing Project Lead!
You can learn more about the Processing software and community at processing.org, or visit the Processing4 repository, Processing website repository, and our roadmap.
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Cloth
>web dev/gradle/java knowledge to build something like this
Web dev (and not just in java) is dominated by "component integration" concerns, containing lots of structure but little content. Computation is delegated to libraries, and the problems more about complexity of integration (at build time) scaled distributed systems (at runtime). In contrast, writing a simulation is computationally intensive, so most of the code is content. It's homogenous where web dev is heterogenous. The problems are entirely constrained by single process performance within a time budget determined by fps.
All that means is that you can focus on one runtime. I suggest the browser, since it solves the distribution problem. Ganja[1] is perhaps the ultimate "content, not structure" simulation project. It's very strange, and lies unmaintained because it's impenetrable. Yet it works. A bit more structured is D3 who's authors have written cutting edge visulation/layout algorithms for you, for example in support of force directed graphs[2]. A more friendly way to get started would be with some variant of Processing[3], which started as a Java thing and then got ported around, including to Python and JavaScript. A word of warning: something like cloth simulation is to a game engine what a single cell is to a mouse. Game engines are huge, in other words, and again you won't be writing simulations, lots of (internal) integrations.
1 - https://github.com/enkimute/ganja.js/blob/master/ganja.js
2 - https://github.com/d3/d3-force/tree/main/src
3 - https://processing.org/
- Relax while watching bouncing particles making connections when they get closer
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Cosy Computing
This is a nice comment and speaks to the notion that every medium has its own characteristic feel even is not "better" by some metric (e.g. vinyl vs CDs, vs cassettes, vs live radio, vs mp3, etc.).
A similar feeling of immediacy without any intervening concerns is hacking away at a Processing [https://processing.org/] sketch. In some sense it's the complete opposite of retro computing, but it engenders similar experiences. Such as a programming novice typing in a few numbers and being amazed that they've immediately made something interactive and colorful, and temptingly close to being called a game.
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Want to be a software engineer? The difficulty of top down learning.
In high school the first languages and tools I remember using were things like Turing, Processing, GreenFoot and BlueJ. All of which were learning tools, and with the exception of Turing, were Java abstractions with the main focus on graphical programming. These tools allowed me to do some pretty cool things, very quickly. These early experience are really what inspired my interest.
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p5.js
Some more context: Ben Fry posted a thread on X in 10/2023[1] where he announced and explained his decision to resign from the Processing Foundation.
Seems like Processing got left out from expenses despite their large budget, running against their original reason to start the foundation: “I was soon shocked to learn that the Foundation spent nearly $800,000 last year. $0 of that went to Processing 4. This year, the proposed Foundation budget is around $1.2 million. But for Processing, there is budget for just two people: one developer, one community lead. You know what that sounds like? The reason we started a Foundation in the first place. Two people is not enough for any of the Processing software projects (i.e. anything that lives at a http://processing.org domain.)”
I wonder if most of the money went into p5 or the new website or whatever, but it made me a bit sad to see that the original Processing got left behind. It is what got me into programming and there are still lots of good reasons to choose it over p5. I can, however, understand if they prioritised p5 due to the rise of web apps and mobile devices, sharability, JS being everywhere and so on. Maybe it’s nostalgia, but it just doesn’t bring me as much joy as the original.
[1]: https://x.com/ben_fry/status/1709400641456501020
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Processing Foundation 2024 Software Development Grant (pr05): 'New Beginnings' Open Call
The Processing Foundation is thrilled to announce the open call for pr05 (pronounced “pros”), a new grant and mentorship initiative designed to support the professional growth of early to mid-career software developers through hands-on involvement in open-source projects. This is a unique opportunity to grow as a developer while making a tangible impact on software projects used by millions of creatives, artists, educators, and students globally. The topic of this year’s program is 'New Beginnings', focusing on supporting projects that will enhance and solidify the Processing and p5.js ecosystems and help lay strong foundations for their futures.
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Our tools shape our selves
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I disagree. There are so many creative tools that are now online that you can access from your browser that were not envisioned in the original web. It is obviously true that not EVERY website is about creation (but to expect that seems unreasonable?), but even Wikipedia is a collaborative project.
Examples include products from big vendors like Adobe's Photoshop, to smaller products like SketchUp, to more indy generative art tools like https://processing.org and Strudel (https://news.ycombinator.com/item?id=39924210).
What are some alternatives?
imgui - Dear ImGui: Bloat-free Graphical User interface for C++ with minimal dependencies
manim - A community-maintained Python framework for creating mathematical animations.
sokol - minimal cross-platform standalone C headers
OpenFrameworks - openFrameworks is a community-developed cross platform toolkit for creative coding in C++.
raylib - A simple and easy-to-use library to enjoy videogames programming
scratch-www - Standalone web client for Scratch