PSRayTracing
hello_imgui
PSRayTracing | hello_imgui | |
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6 | 3 | |
243 | 560 | |
- | - | |
7.2 | 9.9 | |
5 days ago | 8 days ago | |
C | C++ | |
Apache License 2.0 | MIT License |
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PSRayTracing
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Deploy multi-platform applications with C++ (desktop, mobile and web). An example with Dear ImGui
I wouldn't say that CMake isn't that painful for the deployment stage. I have successfully deployed an open source project on Windows, Mac, Linux, Android, and iOS.
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Introducing TeaScript C++ Library
It's a very old project and a VERY basic engine. TBH, engines like godot do a much better job, have their own scripting language (to hide away C++), but still let you write some native code if need be. For TeaScript, I'd be more interested in using it to have a more dynamic pipeline for this project, but performance there is absolutely critical since it can mean the difference between 2 minutes an 2 hours.
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What are the hallmarks of well written and high quality C++ code?
Does it work as a drop-in replacement? I've got this project here where I'm looking to squeeze more perf from: https://github.com/define-private-public/PSRayTracing
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I made a drop in replacement of `std::shared_ptr` to experiment with performance. It wasn't any faster. Why?
While working on a ray tracing implementation, I was interested in replacing out the usage of std::shared_ptr with something else. I've always been told that shared pointers are slow, and this is due to things such as reference counting. The original implementation of this ray tracer used shared pointers quite extensively in the rendering (hot path) code. I didn't want to deviate from the architecture for my implementaiton . Mostly, the pointers are passed around as const-ref objects.
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Question about branch prediction for clauses that are either `true` for 100% of the time, or `false` for 100% of the time.
Last year I was working on an implementation of the Ray Tracing in one Weekend book series. I noticed there was a fair amount of sub-optimal code in it, so I took the opportunity to rewrite parts of it to be better optimized. One of the other things I added to the CMake configuration were some compile time flags that could be toggled ON/OFF, as to use either the books code, or my code. e.g. WITH_BOOK_AABB_HIT=True, it would use the books' method AABB-Ray intersection. False, it would use my (faster) one. This allowed anyone else to download the code, toggle the change and easily see the effect it had on performance.
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Stories of what happened when you forgot to initialize a variable
Here's my implementation: https://github.com/define-private-public/PSRayTracing It's different, mainly in structure (cleaner) and that it's much more performant. It also allows you to either use the code I wrote (typically faster) or the book's methods with the flip of a compiler flag.
hello_imgui
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Deploy multi-platform applications with C++ (desktop, mobile and web). An example with Dear ImGui
When developing my library (based on Dear ImGui), I designed a collection of cmake functions dedicated to help deploy assets, convert icons, and configure application deployment settings. It is currently tailored for my library, but I believe it might serve as a valuable inspiration.
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Easiest to Build C++ Library
(I ran git clone --recursive https://github.com/pthom/hello_imgui to get the hello_imgui directory)
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what do u think about imgui ?
ImGui is as great as the people using it. It's code is tiny and abstract enough to handle anything with ease. https://github.com/pthom/hello_imgui
What are some alternatives?
RenderFlow - Visualize fluid simulation result with graphics API
hello-wayland - A hello world Wayland client (mirror)
Heap-Layers - Heap Layers: An Extensible Memory Allocation Infrastructure
ImFrame - dear imgui + glfw framework
UnityRayTracingPlugin - Native plugin for Unity3d that replaces the renderer with a hardware accelerated ray tracer.
goXdagWallet - cross platform xdag gui wallet
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.
tigr - TIGR - the TIny GRaphics library for Windows, macOS, Linux, iOS and Android.
TermGL - 2D & 3D graphics engine in the terminal [C/C++]
directory_hook
cudf - cuDF - GPU DataFrame Library
miniaudio - Audio playback and capture library written in C, in a single source file.