OpenSceneGraph
magic_get
OpenSceneGraph | magic_get | |
---|---|---|
12 | 9 | |
3,087 | 193 | |
- | - | |
0.0 | 8.2 | |
about 1 month ago | 5 months ago | |
C++ | C++ | |
GNU General Public License v3.0 or later | Boost Software License 1.0 |
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.
OpenSceneGraph
-
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.
-
C++ and job opportunities
browse github and try to contribute. I started with OpenSceneGraph
-
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.
-
Graphics Engine Only ....
Does http://www.openscenegraph.org/ fit?
-
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.
-
Scene graph using OpenGL core context
Here is an example: https://github.com/openscenegraph/OpenSceneGraph/blob/master/examples/osgsimplegl3/osgsimplegl3.cpp
-
I want to make a game for Linux. Where do I even start?
openscenegraph (mainly focuses on graphics, used by openmw for example)
-
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++?
-
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
magic_get
-
What is a good way to iterate through struct contents?
Maybe this: https://github.com/apolukhin/magic_get
-
What information about a type/class can we get?
You can access non-static member variables with structured bindings. See for instance magic_get/boostPfr https://github.com/apolukhin/magic_get. Structured bindings will only bind to the accessible members (not private). Magic get works by by finding the number of member variables, converting the struct to a tuple (with a function that is specialized for the number of fields), and finally accessing the members through the tuple (supporting indexing and iteration). It does not grant access to the member names, but it is sufficient for some reflection.
-
A way to determine the number of elements in a structured binding
Libraries like magic_get expose the members of an aggregate class/struct to allow writing generic code for things like pretty printing and serialization without anything special done to the class itself. They often rely on structured bindings for the decomposition (*), but find the number of elements via SFINAE on aggregate initialization, as an aggregate type can be initialized only from as many objects as it has members. It would be nicer if you could SFINAE directly on the structured binding itself, as then the type could have user-defined constructors (which aggregates can't). Unfortunately, this is not possible since structured binding is a statement and not an expression. Unless you're using Clang, where the GNU statement expressions extension allows you to do SFINAE on them, as in here.
-
Minimum viable declarative GUI in C++
No RTTI required, but the types are required to be aggregates (no constructors defined). It's possible to count the number of members using SFINAE by trying different numbers of inputs to the aggregate constructor using a type that's castable to anything, and then enumerate the members with a similar trick (or use structured binding to pull them out directly). I think he uses magic_get which is the most popular library for this trick.
-
Call function on each member of struct using preprocessor
take a look at magic_get to get access to all struct members. No idea what your plan is with foo and the preprocessor though.
-
Serdepp 0.1.2 Released
Neat! Have you considered using magic_get?
-
Getting information about classes, methods and variables in C++?
It is possible with some hacks https://github.com/apolukhin/magic_get
- Struct bulk operations - Reflection? Code gen?
-
Reflecting Over Members of an Aggregate
I actually reference it near the bottom of the article under its original name, magic_get! I was disappointed to discover that this library did it a similar way first before me while researching 😅
What are some alternatives?
Ogre 3D - scene-oriented, flexible 3D engine (C++, Python, C#, Java)
pfr - std::tuple like methods for user defined types without any macro or boilerplate code
bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.
cppreference-doc - C++ standard library reference
GLFW - A multi-platform library for OpenGL, OpenGL ES, Vulkan, window and input
cling - The cling C++ interpreter
magnum - Lightweight and modular C++11 graphics middleware for games and data visualization
serdepp - c++ serialize and deserialize adaptor library like rust serde.rs
Skia - Skia is a complete 2D graphic library for drawing Text, Geometries, and Images.
filament - Filament is a real-time physically based rendering engine for Android, iOS, Windows, Linux, macOS, and WebGL2
urho3d - Game engine
Irrlicht - An automatically updated mirror of the Irrlicht SVN repository on sourceforge