OpenSceneGraph
bgfx
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OpenSceneGraph | bgfx | |
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12 | 59 | |
2,719 | 12,804 | |
- | - | |
5.4 | 9.1 | |
about 1 month ago | 6 days ago | |
C++ | C++ | |
GNU General Public License v3.0 or later | BSD 2-clause "Simplified" License |
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.
OpenSceneGraph
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Post-mortem of a long-standing bug in video Game Path Of Exile, which was caused by a stale pointer
I started in 2001 with OpenSceneGraph which made extensive use of intrusive pointers. This was 10 years before C++11 note. That codebase continues to be relevant and as performing as ever.
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What program do I use for a physics engine?
I have been using OpenSceneGraph for over 20 years. It is used in the military a lot and I myself have seen it used to simulate war scenarios with realtime data aboard of a command-and-control center of a battleship.
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Graphics Engine Only ....
Does http://www.openscenegraph.org/ fit?
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Current state of SimRacing in Linux (Updated to 2022-2)
Speed Dreams: It is a fork of TORCS, and was born as the need to include many more functions to the latter. In Speed Dreams the menus would be completely redesigned, adding many more options and making them much more intuitive; the game acquired dynamic time, improvements in reflections, career mode, a new simulation mode and multi threading. Over time many more options were implemented, such as local multiplayer mode, Force Feedback, and of course more and better cars and tracks, a new and more powerfull graphic engine (OpenSceneGraph) among other things, making it a much more complete game than its predecessor. They recently they have presented version 2.2.3. You can also install it in AppImage and Flatpak format.
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I want to make a game for Linux. Where do I even start?
openscenegraph (mainly focuses on graphics, used by openmw for example)
- Getting information about classes, methods and variables in C++?
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Is there a good, open source, realistic OpenGL renderer for us to use?
I love Godot for a complete game engine. For just the renderer you could consider http://www.openscenegraph.org
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Speed Dreams needs you! (Call for devs)
-Finish the implementation of the new OpenSceneGraph rendering engine: The game allows to replace the default renderer (ssggraph) with OpenSceneGraph, but it still needs to implement many features to be completed, as well as further optimisation.
bgfx
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Best C++ Game Framework
I think if you're not going to use an existing game engine, it makes sense to learn OpenGL and implement things yourself, or use something with the explicit goal of being a rendering abstraction like bgfx. It's more of a time commitment though, and sfml is much simpler and easier to get started with.
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minimax — minimalist 3D game engine in Clojure
The "engine" is built on top of amazing https://www.lwjgl.org/ and https://github.com/bkaradzic/bgfx/, and UI system is baked by https://github.com/memononen/nanovg and https://github.com/facebook/yoga
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Just found out about Zig and wonder what would be the best graphics library to pair with it?
If you want juste a renderer, you can use BGFX, there is a zig binding that is not a third party.
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Cross platform low level graphics API suitable for game development?
Take a look at BGFX, sounds like its what you want. Its a cross platform graphics API that is low level like metal or opengl, however it treats opengl, metal, vulkan, etc as backends that u can compile to so you can write your code once and then compile to macos using metal as the backend, compile to web using webgl as the backend, compile for windows using directx as the backend etc etc. Its written in C++ but it has officially supported C bindings so you can use it with C no problem.
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rayllib vs bgfx - what is difference ?
bgfx:https://github.com/bkaradzic/bgfx
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Want to a 3D game without a game engine but not having to deal with opengl stuff ?
BGFX
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API of Graphics APIs
You can have a look at https://github.com/bkaradzic/bgfx
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How is Vulkan supposed to supersede OpenGL in practice?
There are still things like BGFX in active development and use. I think the bigger issue is that folks can never really agree on how things should be abstracted for a higher level API.
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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)
u/LtJax already mentioned the Sokol library, another somewhat popular cross-platform rendering library is bgfx.
Maybe this
What are some alternatives?
GLFW - A multi-platform library for OpenGL, OpenGL ES, Vulkan, window and input
magnum - Lightweight and modular C++11 graphics middleware for games and data visualization
Ogre 3D - scene-oriented, flexible 3D engine (C++, Python, C#, Java)
DiligentEngine - A modern cross-platform low-level graphics library and rendering framework
The-Forge - The Forge Cross-Platform Rendering Framework PC Windows, Linux, Ray Tracing, macOS / iOS, Android, XBOX, PS4, PS5, Switch, Quest 2
sokol - minimal cross-platform standalone C headers
Skia - Skia is a complete 2D graphic library for drawing Text, Geometries, and Images.
raylib - A simple and easy-to-use library to enjoy videogames programming
urho3d - Game engine
vulkan-guide - Introductory guide to vulkan.