MxEngine
The-Forge
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MxEngine | The-Forge | |
---|---|---|
2 | 34 | |
1,037 | 4,432 | |
3.6% | 2.8% | |
6.3 | 6.9 | |
20 days ago | 21 days ago | |
C++ | C++ | |
BSD 3-clause "New" or "Revised" License | Apache License 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.
MxEngine
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.
- The Forge 1.53: Steam Deck support, dropped EASTL containers, docking imgui
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How many semaphores do really I need?
To my understanding, every source I've read says that this should cause issues, but in practice it doesn't. What gives? Did I miss something? Here are multiple examples using the latter approach.
- So this is very likely BGS first game to use DX12
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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:
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Some information about the Creation Kit changes for Starfield.
So, I'm not sure if it is widely known, that Starfield is going to be running on a lot of "The Forge." The creators of The Forge says it was added to Creation Kit in 2019. This will open a LOT of new systems for Bethesda games.
- SoLoud - Game Audio Engine ที่ใช้งานง่าย (มาก) และ opensource สำหรับ C++
What are some alternatives?
FlaxEngine - Flax Engine – multi-platform 3D game engine
bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.
HybridRenderingEngine - Clustered Forward/Deferred renderer with Physically Based Shading, Image Based Lighting and a whole lot of OpenGL.
DiligentEngine - A modern cross-platform low-level graphics library and rendering framework
ezEngine - An open source C++ game engine.
filament - Filament is a real-time physically based rendering engine for Android, iOS, Windows, Linux, macOS, and WebGL2
OpenGL-3D-Game-Tutorial-Series - C++ OpenGL 3D Game Tutorial Series - Learn to code a Cross-Platform OpenGL 3D Game in C++ from scratch
Veldrid - A low-level, portable graphics library for .NET.
VulkanSceneGraph - Vulkan & C++17 based Scene Graph Project
polymer - 🎨 graphics/interaction prototyping sandbox
ImGui.NET - An ImGui wrapper for .NET.