Raylib-CsLo
Graphics
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Raylib-CsLo | Graphics | |
---|---|---|
10 | 22 | |
107 | 620 | |
0.0% | - | |
0.0 | 9.9 | |
about 1 year ago | over 3 years ago | |
C | C# | |
Mozilla Public License 2.0 | 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.
Raylib-CsLo
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Raylib C# wrapper, issues with collision detection
I wonder if it would be worth a try to use Raylib-CsLo. That would for sure confirm a binding issue.
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Learning by recreating the RDR2 Tool Wheel
Long time [Raylib_CsLo](https://github.com/NotNotTech/Raylib-CsLo) user, first time C user.
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Are people using Unity to make software?
I'm under the impression that Unity builds have a good deal of overhead. Plus, in many cases, something like raygui (C# bindings) will actually be quicker to develop with. Nothing wrong with Unity, though. The best tool is the one you know how to use, in my opinion.
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Any official C# wrapper?
I'm a big fan of Raylib-cslo.
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Engine in C++ as a DLL to be used in C# project
Regardless, the C# binding I'm using is Raylib-CsLo which autogenerates the binding around the original C library, at least as far as I understand it. Maybe you could reach out to the developer (via Discord/Github) and ask him how it's done.
- Ask HN: Who Wants to Collaborate?
- Finding Your Home in Game Graphics Programming
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Can You Teach C# as a First Language for Kids?
I wrote a C# binding for Raylib, which I am going to try building up into a kid-friendly framework: https://github.com/NotNotTech/Raylib-CsLo
- Raylib-CsLo: Prototype 2d/3d game ideas in C#
Graphics
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How can I make my grass not cast any shadows?
URP: https://github.com/Unity-Technologies/Graphics/blob/master/Packages/com.unity.render-pipelines.universal/Shaders/Lit.shader
- Compiling shader variants taking forever. Did I do something wrong?
- Post Process - Uber Shader - What's it do? Can I remove it?
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Are there any resources out there for anyone looking to take a deep dive into Unity's different systems and components? Like a really deep dive?
Graphics (shaders mostly) https://github.com/Unity-Technologies/Graphics
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DaVinci Resolve 18
it already is happening (kinda), they are modularizing their engine, and all the new parts are made open source
biggest part what their graphics stack https://github.com/Unity-Technologies/Graphics (only the scripting part)
competition is growing, unreal is fully open source, and more and more people have been asking for the source, there was even some drama few years ago when unity DMCA'd (if i remember correctly) a reference source code of unity engine (decompiled) on github, then unity made it officially available on their github: https://github.com/Unity-Technologies/UnityCsReference after users complained about it
wich already proved effective and caused them to fix a huge performance issue shortly after: https://github.com/Unity-Technologies/UnityCsReference/pull/...
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I made an Iridescence Shader for Unity URP 2019.4 and 2020.3
https://github.com/Unity-Technologies/Graphics/blob/cfd0466579c654441290c0c1645b1f083c4de886/com.unity.render-pipelines.core/ShaderLibrary/BSDF.hlsl https://github.com/CJT-Jackton/URP-Iridescence-ExampleThis is what i used
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Learning Unity: looking for an extremely detailed and fully broken down tutorial
It also depends on what you want to learn, theres many topics that in a AAA production are made by completely different people - sub topics if you so will: URP and HDRP has public source code for all the shaders, but theres alot of internal Unity Macros that are not well documented: https://github.com/Unity-Technologies/Graphics
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Working on a cel shader supporting multiple lights, and with specular as well as rim highlights
The light intensity falloff is still something I'm working on. The implementation utilizes structs and functions from the Unity URP library, more specifically the RealtimeLights.hlsl file (https://github.com/Unity-Technologies/Graphics/blob/master/com.unity.render-pipelines.universal/ShaderLibrary/RealtimeLights.hlsl). Within the light struct there exists variables for both distance attenuation and shadow attenuation, in short this library calculates how much the light intensity should decrease/increase based on distance, and then it's up to the cel shader to properly threshold this value in a correct way.
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Finding Your Home in Game Graphics Programming
Unity render pipeline source is available here: https://github.com/Unity-Technologies/Graphics
All the C# code running in the editor and runtimes is here:
- Is the unlit shader script supported with URP? Do I need to make any change if I use it?
What are some alternatives?
Phaser - Phaser is a fun, free and fast 2D game framework for making HTML5 games for desktop and mobile web browsers, supporting Canvas and WebGL rendering. [Moved to: https://github.com/phaserjs/phaser]
URP-Iridescence-Example - 🔮 An example of iridescence shader in URP.
raylib - A simple and easy-to-use library to enjoy videogames programming
aseprite - Animated sprite editor & pixel art tool (Windows, macOS, Linux)
Raylib-cs - C# bindings for raylib, a simple and easy-to-use library to learn videogames programming
ShaderGraph - Unity ShaderGraph project
factor - Factor programming language
bitmappers-companion - zine/book about bitmap drawing algorithms and math with code examples in Rust
remake-framework - Remake framework used by the Remake CLI to generate new projects
blender-lightprobes - Spherical harmonic light probes for Blender's Cycles render engine
poly - A Go package for engineering organisms.
tinyraycaster - 486 lines of C++: old-school FPS in a weekend