raytracing
SFML
raytracing | SFML | |
---|---|---|
8 | 122 | |
- | 9,631 | |
- | 1.0% | |
- | 9.5 | |
- | 6 days ago | |
C++ | ||
- | zlib 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.
raytracing
- Ray Tracing in One Weekend Book Series
-
What are the best textbooks/resources for learning graphics programming practically in 2023?
I’m getting started too in graphics programming (web developer here) and I’ve started with the Raytracing in One Week-end, I find it to be great (I use ChatGPT along the tutorial to exchange and ask questions when I struggle). Other than that I also bought the OpenGL bible book and the book Computer Graphics from Scratch that you can both find on Amazon, they’re really great.
-
C++ Project Ideas?
Nope, because they are easy to find. Here they are on GitHub: RayTracing/raytracing.github.io: Main Web Site (Online Books)
- Ray Tracing in One Weekend
-
Changelog best practices
At https://github.com/RayTracing/raytracing.github.io, we have a master branch that serves as our primary release branch, and then three coordinated development branches: dev-patch, dev-minor, and dev-major (according to the SemVer https://www.semver.org/ change level). You could develop on all three level simultaneously, merging according to your next planned release (whether it's a patch, minor, or major release). In practice, we tend to figure out what the next release level will be, and then just develop on that branch. For example, we're working on a major release right now (v4.0.0), so all development work is going into our dev-major branch. Accordingly, we try to keep the CHANGLOG up to date as we go (see https://github.com/RayTracing/raytracing.github.io/blob/dev-major/CHANGELOG.md).
-
help, where did i go wrong in raytracing in one weekend?
I have now had a brief look at the repository for the book and see that there is work on a version 4 that may address some of the issues. Since you appear to be contributing I believe this issue covers the incorrect images for those sections.
-
How I Wrote My Book
Very cool. I co-edit Peter Shirley's _Ray Tracing in One Weekend_ (https://raytracing.github.io/) and have taken a similar approach, though with a different toolset. At some point if I find the time, I'll write up a similar article on our approach and what we've learned. Our books are open-sourced on GitHub (https://github.com/raytracing/raytracing.github.io), and we also use GitHub to host our books.
Basically, we use Markdeep (https://casual-effects.com/markdeep/), a _very_ powerful Markdown implementation with a bunch of built-in features. The killer feature is that with a handful of boilerplate lines (UTF-8 declaration at the top, and JavaScript loader at the bottom), you get content that automatically self-transforms in the browser into a full HTML document. This eliminates any build step, and means you can treat it as you would any other HTML file, with optional CSS and other features. It also bundles in a LaTeX engine, ASCII diagram rendering, and a whole host of other features. If you look at the three ray tracing books, you can see how simple the source is, and how pleasing the final rendering.
Check out the books and the GitHub repo — it's a _great_ way to quickly and easily pound out a web book.
-
Raytracing In One Weekand (and in Rust)
If you want, you can add it to the list! https://github.com/RayTracing/raytracing.github.io/wiki/Implementations
SFML
-
Ask HN: How to create a simple 2D game in C?
Take a look at SFML. Very easy to get started, and quite capable.
https://www.sfml-dev.org/
-
rewriting a java project to C++, a bit lost on something.
As for windows, you'd probably be alright looking into SFML, you can see their Getting Started tutorial for how to install it in your IDE of choice.
- Ajutor in privinta incercarii a face un joc
-
Not only Unity...
SFML (zlib/C++) https://github.com/SFML/SFML
- Integrate web support in sfml
- SFML 2.6.1
-
Make a game engine in C++
SDL or SFML for drawing. They are both gfx libs but are used differently so read about what you thing suits you better.
-
C++ Project Ideas?
Make a game with https://www.sfml-dev.org/ (I used SFML Rust to start learning Rust)
-
link_libraries in Neat and Efficient way
cmake_minimum_required(VERSION 3.16) project(CMakeSFMLProject LANGUAGES CXX) include(FetchContent) FetchContent_Declare(SFML GIT_REPOSITORY https://github.com/SFML/SFML.git GIT_TAG 2.6.0) FetchContent_MakeAvailable(SFML) add_executable(CMakeSFMLProject src/main.cpp) target_link_libraries(CMakeSFMLProject PRIVATE sfml-graphics) target_compile_features(CMakeSFMLProject PRIVATE cxx_std_17)
- SFML 2.6.0 Released
What are some alternatives?
LearnOpenGL - Code repository of all OpenGL chapters from the book and its accompanying website https://learnopengl.com
raylib - A simple and easy-to-use library to enjoy videogames programming
computer-graphics-from-scratch - Text, diagrams, and source code for the book Computer Graphics from scratch.
SDL - DEPRECATED: Official development moved to GitHub
tinyraytracer - A brief computer graphics / rendering course
imgui - Dear ImGui: Bloat-free Graphical User interface for C++ with minimal dependencies
vale - :pencil: A markup-aware linter for prose built with speed and extensibility in mind.
OpenFrameworks - openFrameworks is a community-developed cross platform toolkit for creative coding in C++.
rust_rayweek - implementation of ray tracing in one weekend in rust.
GLFW - A multi-platform library for OpenGL, OpenGL ES, Vulkan, window and input
build - Source code and build system used to generate the book Hands-on Scala Programming
GStreamer - GStreamer open-source multimedia framework