The-Forge
OpenSceneGraph
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The-Forge | OpenSceneGraph | |
---|---|---|
34 | 12 | |
4,432 | 3,080 | |
2.8% | - | |
6.9 | 0.0 | |
21 days ago | 28 days ago | |
C++ | C++ | |
Apache License 2.0 | GNU General Public License v3.0 or later |
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.
The-Forge
- WebKit Switching to Skia for 2D Graphics Rendering
- Not only Unity...
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Ask HN: Released games built on FOSS engines?
Oh, I forgot a few major ones:
https://github.com/ConfettiFX/The-Forge was used in No Man's Sky, Hades and Starfield.
https://github.com/jrouwe/JoltPhysics is the physics engine in Horizon Forbidden West.
- The Forge 1.53: Steam Deck support, dropped EASTL containers, docking imgui
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How many semaphores do really I need?
To my understanding, every source I've read says that this should cause issues, but in practice it doesn't. What gives? Did I miss something? Here are multiple examples using the latter approach.
- So this is very likely BGS first game to use DX12
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Amnesia TDD HPL2 refactor
This is a toy project that I've been working on for the past few months. Essentially, I've rewritten all the rendering code for the engine using BGFX. This means that all the fixed function OpenGL 1.2 code has been removed from the engine. BGFX supports OpenGL 3.3 and DirectX11, but there are still some rendering artifacts with DirectX11, so the engine still uses OpenGL when running on Windows. I've been considering switching to The Forge (https://github.com/ConfettiFX/The-Forge) if I want to have more control over the rendering pipeline. However, this is a complex topic with significant implications for the codebase. I've already done the hard work of eliminating clumsy abstractions in the engine and simplifying the render pipeline, so it's just a matter of deciding what direction I want to take.
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Looking for a C++ 2D/3D rendering engine/api.
The-Forge might fit:
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Some information about the Creation Kit changes for Starfield.
So, I'm not sure if it is widely known, that Starfield is going to be running on a lot of "The Forge." The creators of The Forge says it was added to Creation Kit in 2019. This will open a LOT of new systems for Bethesda games.
- SoLoud - Game Audio Engine ที่ใช้งานง่าย (มาก) และ opensource สำหรับ C++
OpenSceneGraph
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Post-mortem of a long-standing bug in video Game Path Of Exile, which was caused by a stale pointer
I started in 2001 with OpenSceneGraph which made extensive use of intrusive pointers. This was 10 years before C++11 note. That codebase continues to be relevant and as performing as ever.
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C++ and job opportunities
browse github and try to contribute. I started with OpenSceneGraph
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What program do I use for a physics engine?
I have been using OpenSceneGraph for over 20 years. It is used in the military a lot and I myself have seen it used to simulate war scenarios with realtime data aboard of a command-and-control center of a battleship.
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Graphics Engine Only ....
Does http://www.openscenegraph.org/ fit?
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Current state of SimRacing in Linux (Updated to 2022-2)
Speed Dreams: It is a fork of TORCS, and was born as the need to include many more functions to the latter. In Speed Dreams the menus would be completely redesigned, adding many more options and making them much more intuitive; the game acquired dynamic time, improvements in reflections, career mode, a new simulation mode and multi threading. Over time many more options were implemented, such as local multiplayer mode, Force Feedback, and of course more and better cars and tracks, a new and more powerfull graphic engine (OpenSceneGraph) among other things, making it a much more complete game than its predecessor. They recently they have presented version 2.2.3. You can also install it in AppImage and Flatpak format.
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Scene graph using OpenGL core context
Here is an example: https://github.com/openscenegraph/OpenSceneGraph/blob/master/examples/osgsimplegl3/osgsimplegl3.cpp
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I want to make a game for Linux. Where do I even start?
openscenegraph (mainly focuses on graphics, used by openmw for example)
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SPEED DREAMS - Boxer 96 Carson Edition at Brno
Is not little, is very complex open source racing simulator. There are a lot of cars, categories, tracks. The physics has a lot of work . About the graphics, the devs are working on change the graphic engine to OpenSceneGraph, that actually works, but needs much more polishing. You can see his quality on this video: https://youtu.be/4daTgcxEWRg
- Getting information about classes, methods and variables in C++?
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Is there a good, open source, realistic OpenGL renderer for us to use?
I love Godot for a complete game engine. For just the renderer you could consider http://www.openscenegraph.org
What are some alternatives?
bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.
Ogre 3D - scene-oriented, flexible 3D engine (C++, Python, C#, Java)
DiligentEngine - A modern cross-platform low-level graphics library and rendering framework
filament - Filament is a real-time physically based rendering engine for Android, iOS, Windows, Linux, macOS, and WebGL2
GLFW - A multi-platform library for OpenGL, OpenGL ES, Vulkan, window and input
Veldrid - A low-level, portable graphics library for .NET.
magnum - Lightweight and modular C++11 graphics middleware for games and data visualization
VulkanSceneGraph - Vulkan & C++17 based Scene Graph Project
Skia - Skia is a complete 2D graphic library for drawing Text, Geometries, and Images.
ImGui.NET - An ImGui wrapper for .NET.