SFML
filament
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SFML | filament | |
---|---|---|
122 | 27 | |
9,600 | 17,083 | |
1.4% | 1.2% | |
9.5 | 9.8 | |
3 days ago | 3 days ago | |
C++ | C++ | |
zlib License | Apache License 2.0 |
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.
SFML
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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/
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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
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Not only Unity...
SFML (zlib/C++) https://github.com/SFML/SFML
- Integrate web support in sfml
- SFML 2.6.1
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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.
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C++ Project Ideas?
Make a game with https://www.sfml-dev.org/ (I used SFML Rust to start learning Rust)
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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
filament
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Filament – A Language for Fearless Hardware Design
Also: Filament is a real-time physically-based renderer written in C++. It is mobile-first, but also multi-platform.
https://google.github.io/filament/
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Looking for resources / mentor
Also beginner here, I think you can learn other's codes to get a better understanding of the API by learning how others can abstract these concept into higher level. They're many great projects out there like Google's pbr renderer filament https://github.com/google/filament, AMD's gltf sample https://github.com/GPUOpen-LibrariesAndSDKs/glTFSample and also as many suggested, the Sascha Willems's repos https://github.com/SaschaWillems and the official sample https://github.com/KhronosGroup/Vulkan-Samples
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Flutter and Apple Vision Pro
In the Flame discussions page, there is a request for 3D, and Flame developers write that they will be happy to start working on support once when Impeller is stable on most major platforms. So what can the community do? 1) Create discussion topics, just like these posts. Or in other discussion forums. 2) Learn about Impeller, Filament, Flame, and Flutter and be willing to contribute to their development. 3) Join Flame now and try to do something or contribute. 4) Study the implementation of Flutter 3D, and try to do something together with ARCore or ARKit plugins.
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Appleseed – open-source, physically-based global illumination rendering engine
Anyone know much about how this compares to Filament by Google?
https://github.com/google/filament
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Searching for Reliable Cross-Platform Rendering Framework (C/C++)
Have you tried Filament? https://google.github.io/filament/
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What is this C++ trick called? It looks a bit like PIMPL.
I was looking through the Google Filament repo and I noticed that the classes in include/filament use a trick I haven't seen before that hide implementation details similar to PIMPL.
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Why aren't there constantly more shading languages popping up all the time like other languages?
There are a handful of other examples out there of high-level shading languages - Cg (long deprecated), whatever Filament Material system uses (example), and various GLSL preprocessors (example).
- Fence callback system
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OpenGL displays the color of an image different from the system color profile;
I'm loading a texture using OpenGL enjoy this glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, texture.width, texture.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, texture.pixels.data()); The issue is that the color of the image looks different from the one I see when I open the file on the system image viewer. On the screenshot you can see the yellow on the face displayed on the system image viewer has the color #FEDE57 but the one that is displayed in the OpenGL window is #FEE262 Is there any flag or format I could use to match the same color calibration? Displaying this same image as a Vulkan texture looks fine, so I can discard there is not an issue in how I load the image data. [EDIT] In the end it seems likethe framebuffer in OpenGL doesn't gets color corrected, so you have to tell the OS to do it for you #include void prepareNativeWindow(SDL_Window *sdlWindow) { SDL_SysWMinfo wmi; SDL_VERSION(&wmi.version); SDL_GetWindowWMInfo(sdlWindow, &wmi); NSWindow *win = wmi.info.cocoa.window; [win setColorSpace:[NSColorSpace sRGBColorSpace]]; } I found this solution here https://github.com/google/filament/blob/main/libs/filamentapp/src/NativeWindowHelperCocoa.mm https://preview.redd.it/2td3rs19p4f71.jpg?width=1476&format=pjpg&auto=webp&s=454d4e554d47e3a4e11a16c938304f1125ed7622
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Weird Vulkan Bug
I found this issue on github https://github.com/google/filament/pull/3190/files
What are some alternatives?
raylib - A simple and easy-to-use library to enjoy videogames programming
android-3D-model-viewer - Android OpenGL 2.0 application to view 3D models. Published on Play Store
SDL - DEPRECATED: Official development moved to GitHub
THREE.js-PathTracing-Renderer - Real-time PathTracing with global illumination and progressive rendering, all on top of the Three.js WebGL framework. Click here for Live Demo: https://erichlof.github.io/THREE.js-PathTracing-Renderer/Geometry_Showcase.html
imgui - Dear ImGui: Bloat-free Graphical User interface for C++ with minimal dependencies
compose-samples - Official Jetpack Compose samples.
OpenFrameworks - openFrameworks is a community-developed cross platform toolkit for creative coding in C++.
The-Forge - The Forge Cross-Platform Rendering Framework PC Windows, Steamdeck (native), Ray Tracing, macOS / iOS, Android, XBOX, PS4, PS5, Switch, Quest 2
GLFW - A multi-platform library for OpenGL, OpenGL ES, Vulkan, window and input
rust-skia - Rust Bindings for the Skia Graphics Library
GStreamer - GStreamer open-source multimedia framework
OpenSceneGraph - OpenSceneGraph git repository