Nfy
magnum-examples
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Nfy | magnum-examples | |
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3 | 1 | |
12 | 264 | |
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0.0 | 6.8 | |
over 1 year ago | 2 months ago | |
C++ | C++ | |
MIT License | The Unlicense |
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Nfy
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Communication between game engine modules
For me, the answer is a generic multicast notification system. It utilizes a template based approach that allows you to define prototype messages using a class-based interface that you wish to send to another library. For example, your input library might respond to things like a button down / up, mouse clicks, etc, etc. So you'd create an interface that defines all your input notifications as functions. I won't go into detail, because it's well documented in that link.
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Is cyclic dependency actually the result of bad design?
In my own code, I make use a generic notification system which allows high-level systems to register themselves with lower-level libraries to help invert dependencies. An example of this is how my game engine's UI library can register itself with the Input library, so it can receive mouse, keyboard, and gamepad events, necessary for manipulating UI controls. But the Game itself also needs to register for some UI events itself, not to mention debug functionality like ImGui for debug windows, etc. So I use this notification system to ensure the low-level Input library can push events out to multiple subscribers without needing to know about them.
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Event handlers with variable arguments without variadic args
See if this is close to what you're looking for: https://github.com/JamesBoer/Nfy
magnum-examples
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Best Vulkan wrapper / low-level graphics library?
While the Vulkan wrapper layer isn't that well documented or advertised yet (to Magnum standards at least), there's a Vulkan Triangle example making use of the basic bits to get you an idea how it might feel like. Apart from that:
What are some alternatives?
Jinx - Embeddable scripting language for real-time applications
tangram-es - 2D and 3D map renderer using OpenGL ES
assimp - The official Open-Asset-Importer-Library Repository. Loads 40+ 3D-file-formats into one unified and clean data structure.
OpenGL-3D-Game-Tutorial-Series - C++ OpenGL 3D Game Tutorial Series - Learn to code a Cross-Platform OpenGL 3D Game in C++ from scratch
CppProperties - CppProperties is a single header libaray for enabling the property system architecture
corrade - C++11 multiplatform utility library
EA Standard Template Library - EASTL stands for Electronic Arts Standard Template Library. It is an extensive and robust implementation that has an emphasis on high performance.
VK-GL-CTS - Khronos Vulkan, OpenGL, and OpenGL ES Conformance Tests
Photino.Native - Re-Implementation of Photino.Native
beatmup - Beatmup: image and signal processing library
Animation-Magic - A cool visualization of all the math that powers 3D character animations.
goxjs/gl - Go cross-platform OpenGL bindings.