OpenSceneGraph
GLM
OpenSceneGraph | GLM | |
---|---|---|
12 | 36 | |
3,090 | 8,729 | |
- | 1.8% | |
0.0 | 8.9 | |
about 1 month ago | 3 days ago | |
C++ | C++ | |
GNU General Public License v3.0 or later | GNU General Public License v3.0 or later |
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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C++ and job opportunities
browse github and try to contribute. I started with OpenSceneGraph
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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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Scene graph using OpenGL core context
Here is an example: https://github.com/openscenegraph/OpenSceneGraph/blob/master/examples/osgsimplegl3/osgsimplegl3.cpp
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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)
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SPEED DREAMS - Boxer 96 Carson Edition at Brno
Is not little, is very complex open source racing simulator. There are a lot of cars, categories, tracks. The physics has a lot of work . About the graphics, the devs are working on change the graphic engine to OpenSceneGraph, that actually works, but needs much more polishing. You can see his quality on this video: https://youtu.be/4daTgcxEWRg
- 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
GLM
- Release of GLM 1.0.0
- C++23: The Next C++ Standard
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What files from glm's github do I need to add to my emscripten project?
I am a greenhorn at graphics programming. I just made an app in OpenGL with C++ that I now need to change over to a browser app with WebGL. WebGL looks pretty cool but since my app does a lot of calculations I assumed I should keep the heavier calculating parts in C++ with emscripten ( which I am also just learning ). So looking at it, it just looks like glm is the only library I seriously need for my c++ code and that seems pretty cool because it is a header only app it says. But in the github there are a lot of folders and files so I am not sure which are indispensable or not. Any advice?
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What is a file with the .i.hh extension such as myfile.i.hh used for in a C++ project?
GLM does it quite well, it has core includes then a detail folder with all the inl files that get added. https://github.com/g-truc/glm
- [Opengl] Aide: compilation et installation de GLFW
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Porting to metal?
I once ported an OpenGL code base over to Metal. For me, it was essential to do as much code sharing as possible. Because I was using the GLM library in that code base and generally found that library very useful I wanted to know whether I can use GLM with Metal. I had to do some research but it turned out it works really well, see here
- Which is the best way to work with matrices and linear algebra using c++?
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Best C++ Game Framework
I would also recommend GLM
- PocketPy: A Lightweight(~5000 LOC) Python Implementation in C++17
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Learning DirectX 12 in 2023
Alongside MiniEngine, you’ll want to look into the DirectX Toolkit. This is a set of utilities by Microsoft that simplify graphics and game development. It contains libraries like DirectXMesh for parsing and optimizing meshes for DX12, or DirectXMath which handles 3D math operations like the OpenGL library glm. It also has utilities for gamepad input or sprite fonts. You can see a list of the headers here to get an idea of the features. You’ll definitely want to include this in your project if you don’t want to think about a lot of these solved problems (and don’t have to worry about cross-platform support).
What are some alternatives?
Ogre 3D - scene-oriented, flexible 3D engine (C++, Python, C#, Java)
Eigen
bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.
DirectXMath - DirectXMath is an all inline SIMD C++ linear algebra library for use in games and graphics apps
GLFW - A multi-platform library for OpenGL, OpenGL ES, Vulkan, window and input
linmath.h - a lean linear math library, aimed at graphics programming. Supports vec3, vec4, mat4x4 and quaternions
magnum - Lightweight and modular C++11 graphics middleware for games and data visualization
cglm - 📽 Highly Optimized 2D / 3D Graphics Math (glm) for C
Skia - Skia is a complete 2D graphic library for drawing Text, Geometries, and Images.
OpenBLAS - OpenBLAS is an optimized BLAS library based on GotoBLAS2 1.13 BSD version.
filament - Filament is a real-time physically based rendering engine for Android, iOS, Windows, Linux, macOS, and WebGL2
blaze