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SDL | urho3d | |
---|---|---|
194 | 24 | |
8,205 | 4,265 | |
4.8% | - | |
10.0 | 9.8 | |
1 day ago | about 1 year ago | |
C | C++ | |
zlib License | MIT 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.
SDL
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C-Macs – a pure C macOS application
The linked project doesn't use any ObjC files at all. SDL2 has a bunch of Cocoa files[1] so you did use Cocoa even if unknowingly.
[1] https://github.com/libsdl-org/SDL/tree/main/src/video/cocoa
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Revert "video: Prefer Wayland over X11 (take 2)"
Correct. It's explained here:
https://github.com/libsdl-org/SDL/pull/9345#issuecomment-201...
XWayland has special hooks into the compositors that normal wayland clients don't get.
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Semantic Patching in C with Coccinelle
Found about this through the release of SDL 3: https://github.com/libsdl-org/SDL/blob/main/build-scripts/SD...
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reflect-cpp - Now with compile time extraction of field names from structs and enums using C++-20.
https://github.com/libsdl-org/SDL/blob/main/include/SDL3/SDL_events.h
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BBC Basic returns on multiple platforms, open sourced
If that app ran in a 640x480 mode, memory accesses would be just as fast as the VGA applications 25 years ago, correct?
I think there's a lot more going on than that. Here's SDL's current pixel access code:
https://github.com/libsdl-org/SDL/blob/main/src/video/SDL_su...
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Games! How they write code for SDL (+ interview with the creator)
We use the code examples throughout the article. The ellipsis characters "...." in the code were added by the author of the article. You can find the source files on the official GitHub of libsdl. In addition, each fragment has a reference to a specific area in the code. By the time this article is published, many errors will have already been fixed thanks to the issues we opened (for example, here and there). However, the links in the examples point exactly to the code you see in this article. Not only do we enjoy teasing developers but we also like making their projects a little bit better!
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Regarding including external libraries and prefix folders.
FetchContent_Declare(SDL2 GIT_REPOSITORY https://github.com/libsdl-org/SDL.git GIT_TAG release-2.28.3 ) FetchContent_MakeAvailable(SDL2)
- SDL3 Filesystem API RFC
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Chip8 emulator
It's not that difficult, I recently started learning to use graphics APIs myself. OpenGL is for linux, etc., directx for windows and vulkan for all platforms. I read through a bunch of forums yesterday and decided to go for vulkan (here is a link to the sdk) for my next small projects because it can run on all platforms. I would recommend to watch a basic tutorial series (like this one) for the graphics api itself to get an understanding of whats going on. And on top of that I use SDL2 for eventhandling and ImGui for the graphical user interface. Here is a link to a guide for setting up vulkan on your platform in case you would go for it.
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Felt Cute, Might git rm --rf
SDL (which will be bumped to SDL3), straight from the authoritative https://github.com/libsdl-org/sdl
urho3d
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Which engine/program do you use?
Urho3D, an open source C++ game engine.
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C++ Game Engine?
I believe Urho3d supports MacOS (see 'about' page on the legacy website).
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Any Small c++ Engine for an fps game
Urho3D
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I'd like to learn game engine development - where to even start?
If you're literally clueless your best bet is to first start learning with an existing clean-ish engine like Urho3D implementing whatever feature/screwing-around or start with a framework like nVidia's Donut that gets you your window and basic rendering in place.
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Game Engine Renderer Architecture regarding UI
I would recommend tracking through the gist of Urho3D's batch/batchqueue stuff as it's a reasonable setup that is very intelligible (if you speak C++), it's not the greatest thing on the planet but you should be able to roughly grok it in an afternoon. Doing draw batch-pumps greatly streamlines the final drawing code.
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Game engine for programmars
You could try Urho3D or its newer fork rbfx.
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Preferred game engine
I use an engine called rbfx which is a fork of the Urho3D engine. A lot of it is just the fact that I've been using it for over a decade, so I am comfortable with it. I'm a programmer, not really comfortable with integrated editor engines such as Unity or Godot, and the easy C++ extensibility of the engine appeals to me. Plus it's decently powerful, and well supported on a lot of platforms (I build for Windows, WebGL, and very occasionally RPi for the most part) and is open source to satisfy that stubbornly libertarian side of my character.
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What is the lightest C++ 3D game engine for Linux?
You might be interested in Urho3D.
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I need a REALLY lightweight engine
If you don't mind something experimental, there is a C# version of Urho3D that is in fairly active development. There is also a C#-scriptable branch of the Urho3D fork, rbfx, located here. Both of these projects are still pretty in-the-works, but are still pretty usable.
- achieving 00's / ps2 graphics
What are some alternatives?
GLFW - A multi-platform library for OpenGL, OpenGL ES, Vulkan, window and input
Ogre 3D - scene-oriented, flexible 3D engine (C++, Python, C#, Java)
raylib - A simple and easy-to-use library to enjoy videogames programming
bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.
Godot - Godot Engine – Multi-platform 2D and 3D game engine
Irrlicht - An automatically updated mirror of the Irrlicht SVN repository on sourceforge
olcPixelGameEngine - The official distribution of olcPixelGameEngine, a tool used in javidx9's YouTube videos and projects
Open-Source Vulkan C++ API - Open-Source Vulkan C++ API
DS4Windows - Like those other ds4tools, but sexier
rbfx - Lightweight Game Engine/Framework in C++17 with WYSIWYG Editor. Experimental C# bindings.
DualSenseSupport - Preliminar DualSense
Atomic Game Engine - The Atomic Game Engine is a multi-platform 2D and 3D engine with a consistent API in C++, C#, JavaScript, and TypeScript