Raylib-CsLo
tinyrenderer
Raylib-CsLo | tinyrenderer | |
---|---|---|
10 | 61 | |
107 | 19,389 | |
0.0% | - | |
0.0 | 0.0 | |
about 1 year ago | 6 months ago | |
C | C++ | |
Mozilla Public License 2.0 | GNU General Public License v3.0 or later |
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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#
tinyrenderer
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How to Become a Software Engineer ?
C++: How OpenGL works: software rendering in 500 lines of code
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From scratch OpenGL and shaders with raw Xlib
I don’t think that exists (I sure would like for it to), but until it does you could amuse yourself with:
- A 500-line (non-OpenGL-compatible) 3D rasterizer: https://github.com/ssloy/tinyrenderer/wiki.
- A “hello Wayland” app written in C without libwayland or anything else: https://gaultier.github.io/blog/wayland_from_scratch.html.
- A “hello X11” app written in x86-64 assembly(!) without libX11, libxcb, or anything else: https://gaultier.github.io/blog/x11_x64.html.
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Tiny Compiler – Writing a Compiler in a Weekend
the tinyrenderer[1] project has been on my todos forever now. glad to see the author is writing more self-paced programming projects.
[1]: https://github.com/ssloy/tinyrenderer
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Is there space in this field for extreme cases like mine ?
- Game development - Unity3D project based learning in C#: https://learn.unity.com/ - Graphics - There was another user on r/GraphicsProgramming the other day (who teaches Computer Graphics at his university) that linked their lecture series for the entry year of their course here: https://tamats.com/learn/realtime-graphics/ - Project based learning: https://github.com/ssloy/tinyrenderer/wiki - Rendering API tutorials: https://vulkan-tutorial.com/, https://learnopengl.com/
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How do I become a graphics programmer? – A guide from AMD Game Engineering team
There are a couple of excellent resources out there for implementing 3D rendering from scratch.
On that I cannot recommend enough is this github repo:
https://github.com/ssloy/tinyrenderer/wiki/Lesson-0:-getting...
If you are more of a visual learner, this guy is also a treasure trove:
https://www.youtube.com/watch?v=ih20l3pJoeU
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Ask HN: What books or courses do you know similar to "From Nand to Tetris"?
Other people have mentioned ray-tracing in one weekend
If anyone is really interested in graphics I would also recommend TinyRenderer
https://github.com/ssloy/tinyrenderer/wiki
This one is a CPU-based rasterizing renderer
Its good if you want to get a good understanding of what a GPU does underneath
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Trying to learn wgpu
I was in a similar position to you, and I first did this https://github.com/ssloy/tinyrenderer/wiki
- Where do I start learning graphics programming?
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Recommendation for graphics experimentation project
Yes, my thoughts exactly, shader!=program on GPU. It's just a code which calculates pixel color or pixel position. See for example this: https://github.com/ssloy/tinyrenderer/blob/master/main.cpp. It's not GLSL or anything uploadable to GPU yet it's still a shader.
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I have a few months to prepare for an interview. Is there a project that would get me at least part of the way there for the interview?
In terms of a project which would be worthwhile, I think building a software rasterizer from scratch is a useful first step. TinyRenderer is a great place to start. Looking at the high level overview of many graphics subjects, ScratchAPixel is a valuable resource. Theres also just great information in some of the rote graphics programming textbooks (Michael Abrash's Black Book fully available online from Jason Gregory, and this book is really interesting). The "RayTracer in a weekend" series is also (seemingly) very illuminating (no pun intended).
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]
sokol - minimal cross-platform standalone C headers
raylib - A simple and easy-to-use library to enjoy videogames programming
Raylib-cs - C# bindings for raylib, a simple and easy-to-use library to learn videogames programming
BodySlide-and-Outfit-Studio - BodySlide and Outfit Studio, a tool to convert, create, and customize outfits and bodies for Bethesda games.
factor - Factor programming language
deko3d - Homebrew low level graphics API for Nintendo Switch (Nvidia Tegra X1)
remake-framework - Remake framework used by the Remake CLI to generate new projects
Pangolin - Pangolin is a lightweight portable rapid development library for managing OpenGL display / interaction and abstracting video input.
poly - A Go package for engineering organisms.
3d-game-shaders-for-beginners - 🎮 A step-by-step guide to implementing SSAO, depth of field, lighting, normal mapping, and more for your 3D game.