raw-gl-context
cross-platform OpenGL context creation (by Rodrigodd)
metroboy
A repository of gate-level simulators and tools for the original Game Boy. (by aappleby)
raw-gl-context | metroboy | |
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1 | 19 | |
0 | 1,124 | |
- | - | |
10.0 | 4.3 | |
over 2 years ago | about 1 month ago | |
Rust | C++ | |
Apache License 2.0 | - |
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
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.
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.
raw-gl-context
Posts with mentions or reviews of raw-gl-context.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2022-09-20.
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GameRoy: a cross platform and highly accurate Game Boy emulator
Probably it is crashing while creating the OpenGL context. I am using a fork of raw-gl-context, that is heavily unsafe, whose upstream is unmaintained, and don't have a proper error handling. Or it could be crashing a little after that, in my sprite-render crate, which is also very unsafe, and was written when I was far less experience with unsafe Rust, and don't have proper error handling either.
metroboy
Posts with mentions or reviews of metroboy.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2023-06-12.
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When would you ever want bubblesort?
He wrote a game engine, it renders transparent items using the painter's algorithm, which requires the items to be sorted in Z. He has a routine that iterates over all items to render them, and bubble-sorts the items in-place while iterating over the items (all in the same thread). The "compare and swap" in this case is the innermost functionality of bubblesort.
I assume the author is https://github.com/aappleby but I don't see any obvious candidate for this code. Maybe this? https://github.com/aappleby/metroboy but I can't see why a gate-level emulator woudl need to render transparent items using painter's algorithm.
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Documentation for cycle accurate Game Boy CPU
If you want to go deeper, you can look at the reverse engineered schematic of most of the stuff except the CPU core in the DMG-CPU-Inside project. You could also consult the MetroBoy project, which builds on the previous project and aims to be accurate pretty much down to the logic gate level.
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Game Boy PPU Pixel Pipeine
Well then, here's the ground truth - https://github.com/aappleby/MetroBoy/blob/master/src/GateBoyLib/GateBoyPixPipe.cpp
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GameRoy: a cross platform and highly accurate Game Boy emulator
First I would try to deduce the timing from this gate-level simulation of the game boy, but the master branch was broken at the time, so I didn't manage to compile it. So, I tried deducing it from its underling reverse engineered schematics, but it would take too much time, if it even was possible.
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Is full-speed SNES possible purely in JavaScript?
You might find my hobby project interesting - https://github.com/aappleby/MetroBoy
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The tooling is the language?
Did you know the original Game Boy has non-deterministic behavior? Due to some strangeness in the integrated circuit that provides the CPU and some related parts (the SoC (system on a chip)), the same ROM may behave differently at different times when you'd think it should not. GateBoy is an attempt to make a perfect gate-level emulator for the Game Boy. Its README says:
- Good practices for Batch rendering dynamic quads.
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MetalNES: Transistor Level NES Simulation
Reminds me of GateBoy, which was posted a while back: https://news.ycombinator.com/item?id=28396927, https://github.com/aappleby/MetroBoy
GateBoy runs surprisingly fast for a gate-level simulation.
- Gameboy - Trying to understand Sprite FIFO behavior in the PPU
- Reverse-engineering the Yamaha DX7 synthesizer's sound chip from die photos