SHADERed
imgui
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SHADERed | imgui | |
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24 | 350 | |
4,154 | 55,073 | |
- | - | |
0.0 | 9.7 | |
6 months ago | 2 days ago | |
C++ | C++ | |
MIT 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.
SHADERed
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Confused in terms of where to start with framework/technology etc. Need help picking between learning ShaderToy v/s OpenGL v/s WebGL
If you specifically want to learn shader programming then https://shadered.org/ is a lot more practical than Shadertoy.
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How to display a 2D array every frame
https://github.com/dfranx/SHADERed (useful tool for debugging shader code, has a bit more functionality than doing it in Godot directly)
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I am developing a GLSL shader editor and I hope you like it!
Can you tell us how do you compare to https://shadered.org/ ?
https://shadered.org/ spent much time on basic editor features like Intellisense and now it seems to be dead. The time would have been better spent fixing/improving the core features like the awesome debugger. Only very late they added a (basic) VSCode integration.
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Winning shaders at Revision 2022 shader showdown
Hi corysama, thankx for the comment, there is some truth to that yes for sure. As in, in games you writes more vertex / pixel or "surface" shader and then geom, compute. But I have to somehow disagree in terms of lighting. Sure this is raymarching so geometry is procedurally made in the shader, whereas in game shader it is passed with polygonal 3d model. But the lighting / colour shading calculation are the same as with polygonal geometry (ndotL for diffuse pow(max(reflect(dot(-ld,no)... for specular, calculating normals on fly in shader, etc...) so in that respect it will help for game dev style of shaders. Also I would argue that a lot of animation technique and vfx technique in raymarching shaders are similar / useful / reusable with polygonal geometry, like yanimation based on clamping sin and doing easing etc. Therefore doing raymarching shaders is good for becoming vfx artist / technical artist I guess. You are right though to point out the difference, that's clear. Good shout about shadered.org as well. Cheers!
Most people in this area play in Shadertoy. But, if you are interested in shaders for games and stuff, https://shadered.org/ is a more appropriate playground.
- A Review of Shader Languages
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Resources for someone who'd like to have fun with graphics programming without going through drudge work
It’s open-source if you gots some ideas to add https://github.com/dfranx/SHADERed
Maybe https://shadered.org/ would be a better workspace for you to get started rather than bootstrapping from int main() {}
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What happened to glslDevil?
https://shadered.org/ this works really good
imgui
- Ask HN: Fastest cross-platform GUI stack/strategy
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Immediate Mode GUI Programming
Immediate mode is a fuzzy concept, as witnessed by this writeup: https://github.com/ocornut/imgui/wiki/About-the-IMGUI-paradi...
The Dear ImGui readme is a good starting point:
https://github.com/ocornut/imgui
...now of course Dear ImGui is a specific implementation of an immediate mode UI framework, but it's also the most popular implementation.
- Nebula is an open-source and free-to-use modern C++ game engine
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Dear ImGui: Bloat-free Graphical User interface with minimal dependencies
From the faq https://github.com/ocornut/imgui/blob/master/docs/FAQ.md#q-w...
Q. What is this library called?
This library is called Dear ImGui. Please refer to it as Dear ImGui (not ImGui, not IMGUI).
(The library misleadingly started its life in 2014 as "ImGui" due to the fact that I didn't give it a proper name when I released 1.0, and had no particular expectation that it would take off. However, the term IMGUI (immediate-mode graphical user interface) was coined before and is being used in variety of other situations e.g. Unity uses it own implementation of the IMGUI paradigm. To reduce the ambiguity without affecting existing code bases, I have decided in December 2015 a fully qualified name "Dear ImGui" for this library.
ImGui is engine/GPU agnostic
Themeing isn't a just a retained mode thing, you can do wonders with immediate UIs, even thought (dear)ImGui doesn't provide much, you can still do wonders: https://github.com/ocornut/imgui/issues/707#issuecomment-362...
More on that topic: https://www.youtube.com/watch?v=Z1qyvQsjK5Y
My first guess would be it is supposed to sound like "Dear Imogen". However, it wasn't initially conceived of as a reference to anything. The "Dear" was tacked on to qualify the name [1].
[1] https://github.com/ocornut/imgui/blob/master/docs/FAQ.md#q-w...
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Where do I start to learn C++ for a game development
Bonus: If you want to make desktop app with UI, then this is another great C++ library and it's also simple to learn as well. https://github.com/ocornut/imgui.
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GUI library for fast prototyping
AFAIK the Rust equivalent to C++'s Dear ImGui is egui.
What are some alternatives?
wxWidgets - Cross-Platform C++ GUI Library
nuklear - A single-header ANSI C immediate mode cross-platform GUI library
NanoGUI - Minimalistic GUI library for OpenGL
GTK+ - Read-only mirror of https://gitlab.gnome.org/GNOME/gtk
egui - egui: an easy-to-use immediate mode GUI in Rust that runs on both web and native
CEGUI
FLTK - FLTK - Fast Light Tool Kit - https://github.com/fltk/fltk - cross platform GUI development
nana - a modern C++ GUI library
nuklear
webview - Tiny cross-platform webview library for C/C++. Uses WebKit (GTK/Cocoa) and Edge WebView2 (Windows).
raylib - A simple and easy-to-use library to enjoy videogames programming
WPF - WPF is a .NET Core UI framework for building Windows desktop applications.