The-Forge
vulkan-guide
The-Forge | vulkan-guide | |
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34 | 71 | |
4,833 | 954 | |
0.8% | - | |
7.5 | 8.4 | |
about 2 months ago | about 2 months ago | |
C++ | SCSS | |
Apache License 2.0 | MIT 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.
- 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++
vulkan-guide
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Beginners Guide to Vulkan
This is from 2017, which matters a lot because Vulkan has developed significantly since then in ways that make it more approachable, and many of the resources linked from there haven't been updated in years.
https://vkguide.dev is probably the best introductory resource today.
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Vulkan Tutorial
I recommend https://vkguide.dev instead. It's opinionated towards modern rendering techniques, provides code for all chapters and after you complete it, you feel prepared to continue working on your own.
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I learned Vulkan and wrote a small game engine with it (in 3 months)
Khronos overhauled their docs last year. I've found the "Vulkan Guide" easier to read than the spec.
https://docs.vulkan.org/guide/latest/index.html
Not to be confused with the tutorial you're referring to.
https://vkguide.dev
- Vulkan1.3 on the M1 in 1 Month
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NVK is now ready for prime time
I totally agree, and so do the people working on it as well as some of the volunteers who write tutorials.
There's an ongoing effort to create beginner friendly introductory material which was discussed in the recent Vulkanised conference. And an effort to make a better documentation site that's easier to browse than the specification.
On the volunteer front, there's a Vulkan 1.3 -based introductory tutorial (work in progress) over at https://vkguide.dev/
I think there should be a Vulkan tutorial that doesn't start with the boring stuff of initialization and window creation. It's stuff that you write once and forget about, and nothing particularly interesting happens in it.
Looking at my hobby project, excluding the boring stuff (which is reusable), a "hello compute" example is around 100 LOC and a "hello triangle" around 120 LOC. GLSL shader sources included.
Maybe someday I'll get around to writing a "learn Vulkan the hard way" blog post with examples.
- LearnD3D11, a guide aimed at anyone trying to learn Direct3D11
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Struggling to Update Vertex Buffer via Staging Buffer
Also, use https://vkguide.dev/ rather than vulkan-tutorial.
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What are the best textbooks/resources for learning graphics programming practically in 2023?
Once you're beyond the "introductory" phase, resources become more specialized based on what you'd like to learn -- there are Vulkan tutorials like https://vkguide.dev/ which will teach you the API and also give a bit more insight in how modern GPU hardware is structured, there are books like the "GPU Zen" series that do deep-dives on specific techniques, and there are tons of recorded GDC and SIGGRAPH talks on interesting new techniques. :)
- Where do I start learning graphics programming?
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Yuzu Ea 3608 is out!
Personally, I'm a hands on learner who actually wants to use this stuff in my career, so I'd recommend these tutorials: https://learnopengl.com/ https://vulkan-tutorial.com/Overview https://vkguide.dev/
What are some alternatives?
bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.
vk-bootstrap - Vulkan Bootstrapping Iibrary
DiligentEngine - A modern cross-platform low-level graphics library and rendering framework
raylib - A simple and easy-to-use library to enjoy videogames programming
filament - Filament is a real-time physically based rendering engine for Android, iOS, Windows, Linux, macOS, and WebGL2
Veldrid - A low-level, portable graphics library for .NET.
Vulkan - C++ examples for the Vulkan graphics API
VulkanSceneGraph - Vulkan & C++17 based Scene Graph Project
SDL - Simple Directmedia Layer
ImGui.NET - An ImGui wrapper for .NET.
SPIRV-Reflect - SPIRV-Reflect is a lightweight library that provides a C/C++ reflection API for SPIR-V shader bytecode in Vulkan applications.