The-Forge
vulkan_best_practice_for_mobile_developers
The-Forge | vulkan_best_practice_for_mobile_developers | |
---|---|---|
34 | 2 | |
4,833 | 658 | |
0.8% | 0.0% | |
7.5 | 2.1 | |
about 2 months ago | 4 months ago | |
C++ | C++ | |
Apache License 2.0 | GNU General Public License v3.0 or later |
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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_best_practice_for_mobile_developers
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How expensive is descriptor set creation/update?
Vulkan best practices(Arm): https://github.com/ARM-software/vulkan_best_practice_for_mobile_developers/blob/master/samples/performance/descriptor_management/descriptor_management_tutorial.md
- Cannot understand RenderPass, and how Subpass relate to them
What are some alternatives?
bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.
MNN - MNN is a blazing fast, lightweight deep learning framework, battle-tested by business-critical use cases in Alibaba
DiligentEngine - A modern cross-platform low-level graphics library and rendering framework
gvk - A collection of Vulkan C++ utilities with a general focus on tools development, and a specific focus on supporting Intel® Graphics Performance Analyzers Framework
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.
VulkanSceneGraph - Vulkan & C++17 based Scene Graph Project
ncnn - ncnn is a high-performance neural network inference framework optimized for the mobile platform
ImGui.NET - An ImGui wrapper for .NET.
magnum - Lightweight and modular C++11 graphics middleware for games and data visualization