The-Forge
bgfx
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The-Forge | bgfx | |
---|---|---|
34 | 71 | |
4,370 | 14,194 | |
2.7% | - | |
6.9 | 9.3 | |
27 days ago | about 18 hours ago | |
C++ | C++ | |
Apache License 2.0 | BSD 2-clause "Simplified" License |
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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.
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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:
- SoLoud - Game Audio Engine ที่ใช้งานง่าย (มาก) และ opensource สำหรับ C++
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API of Graphics APIs
We’re using The Forge (https://github.com/ConfettiFX/The-Forge) for this.
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Is there a list of resources which help to abstract over OpenGL and Vulkan, as their as their GLSL dialects? (DirectX and HLSL are also welcomed)
Check out TheForge
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SDL vs Unreal
Or if you prefer something similar to SDL but little bit high level with support for console and enterprise. There is the forge. https://github.com/ConfettiFX/The-Forge
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If you DON'T use UE/Unity what is your workflow
How about The Forge as base?
bgfx
- WebKit Switching to Skia for 2D Graphics Rendering
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Is it possible and realistic to learn independent of an API?
Sort of, I'd recommend a modern higher level API. I'm not sure what the current recommended ones are (probably bgfx), but assuming the wrapper is "low level enough", then the concepts you learn are still going to apply.
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Ask HN: Released games built on FOSS engines?
https://github.com/bkaradzic/bgfx for just that FOSS intermediate rendering library (includes Minecraft)
- Valve Says Counter-Strike 2 for macOS Not Happening, There Aren't Enough Players
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The Ultimate Cross-Platform Rendering Engine?
BGFX: Pretty mature and easy to use with many backends.
- Cairo – Open-Source 2D Graphics Layer/API with Fonts and Many Back-Ends
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LWJGL = SFML vs Allegro vs SDL vs Ogre vs ???
There's kind of a lack of this for C++ in 3D, I think it's often due to the necessity of a secondary scripting language in game engines with C++, which isn't necessarily needed in Java or C#. SFML is like that (but also 2D), Godot is similar (but more geared towards 2D). Ogre3D is an actual engine like I mentioned earlier, not sure how easy it is to use. Cocos2d is higher level, but is also 2D only. I'm not fond of SDL, it feels like a windowing library with slow old school immediate mode stuff attached, so it ends up not being good at the rest of the tacked on things. SDL is popular as a windowing library, and it's why you see it used everywhere (but the most notable uses of it aren't using their drawing capabilities), I often see bgfx thrown around, and for you it might be a good choice, though I have no experience with it.
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Is it a crazy idea to create a 3D operating system?
Another route could be using an abstraction over Vulkan (faster, more efficient, more difficult): bgfx, dawn, magma, or wgpu (Rust).
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The update we all want but will never get
my guess for why renderdragon made performance worse is because old bedrock was built on bgfx which is a layer of abstraction ontop of a bunch of graphics apis which benefits the programmer because they can write the graphics code once and use it on a bunch of graphics apis (just like java! i heart cross compatibility)
now, java is actually quite a performant language and even if its not most of the performance bugs in mc are due to it being single threaded, inefficient chunk generation and optimizing, and it built ontop of opengl WHICH isn't much of a performance hit but its still ehh idk it doesn't matter that much (NOW SWITCHING THE GAME TO AN ENTIRELY DIFFERENT GRAPHICS API WOULD SUCK ASS TO DO (and vulkan is quite verbose :))) (AND also bgfx would probably be better due to it being an abstraction layer ontop of all the graphics apis so minecraft could target many depending on your platform (and also bedrock used to (or still does i dont know) use bgfx before they switched to just two (IF IM READING MC WIKI RIGHT BECAUSE IM NOT ENTIRELY SURE IF THEY USE BGFX STILL ?? SO THEY COULD STILL BE TARGETING MULTIPLE YET THEY JUST WROTE THEIR NEW SHIT BAD IDK))
What are some alternatives?
GLFW - A multi-platform library for OpenGL, OpenGL ES, Vulkan, window and input
DiligentEngine - A modern cross-platform low-level graphics library and rendering framework
magnum - Lightweight and modular C++11 graphics middleware for games and data visualization
Ogre 3D - scene-oriented, flexible 3D engine (C++, Python, C#, Java)
sokol - minimal cross-platform standalone C headers
Skia - Skia is a complete 2D graphic library for drawing Text, Geometries, and Images.
raylib - A simple and easy-to-use library to enjoy videogames programming
wgpu - Cross-platform, safe, pure-rust graphics api.
urho3d - Game engine
OpenSceneGraph - OpenSceneGraph git repository
vulkan-guide - Introductory guide to vulkan.