ToyFlightSimulator
Toy Flight Simulator implemented with Swift and Metal (by albertinopadin)
Art-in-Swift
A collection of interactive animations made with code in Swift Playgrounds app (by gadirom)
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ToyFlightSimulator | Art-in-Swift | |
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1 | 8 | |
7 | 77 | |
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8.8 | 2.3 | |
about 1 month ago | about 1 year ago | |
Swift | Swift | |
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The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
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.
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.
ToyFlightSimulator
Posts with mentions or reviews of ToyFlightSimulator.
We have used some of these posts to build our list of alternatives
and similar projects.
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What are good resources to learn game development / engine development on macOS/iOS/tile-based-deferred-rendering arcitectures?
I fell into the gamedev rabbit hole last year, and am working on a toy flight sim game to learn as much as I can about the subject. I've already gone through about half of Game Engine Architecture by Jason Gregory (it's one of the very best books I've read for learning how a CPU / GPU works). I'm interested in finding more good resources / tutorials specifically regarding Metal (Apple's graphics API), as my system is a Mac and I'd like to take advantage of Apple Silicon's tile based deferred rendering architecture.
Art-in-Swift
Posts with mentions or reviews of Art-in-Swift.
We have used some of these posts to build our list of alternatives
and similar projects.
- Labyrinthe
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2D slime creatures [OC]
Thanks! It is done in pure Metal(it’s like glsl but by Apple). The only framework I used is my own open source wrapper for Metal that I called MetalBuilder. It makes it easier to create and manage buffers, textures and shaders. If you interested you may want to check out some other stuff that I made using MetalBuilder: https://github.com/gadirom/Art-in-Swift I also have a subreddit dedicated to it: https://www.reddit.com/r/MetalBuilder/
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The new version of MetalBuilder is out!
It's a wrapper for Metal based on Swift's ResultBuider and property wrappers. Allows to dispatch shaders with very little Swift code. Also it automatically generates most of the declarations for the shaders on the Metal side. It's pure Swift, so you may run it on an iPad in Swift Playgrounds. Here is an example of usage: https://github.com/gadirom/Art-in-Swift/blob/main/SplinesRenderer.swiftpm/README.md
- Polishing the new building block for dynamic interpolated 2D-mesh creation and rendering
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Particles simulation controlled by Apple's Vision (Sound!)
this is a broken link edit: fixed https://github.com/gadirom/Art-in-Swift/tree/main/MetalBuilder_Particles_Vision.swiftpm
- MetalBuilder on the left, ReordableViews on the right
- Swift playground run on an iPad, drawn with Core graphics inside SwiftUI view
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Touch sensitive particles, coded on an iPad
Glad you liked it! iPad has a free app called Swift Playgrounds, with which you can even produce and publish an app to the app store. In many cases it's as powerful as XCode, e.g. you have access to Metal - Apple's analog to OpenGL. Here you may find a collection of snippets that can be run on an iPad straight away, just copy paste one of them into a new Playground. The technology used there is very similar, except that particles in the video above are generated in an App (instead of Playground - these are two kinds of documents available in Swift Playgrounds) and use my custom declarative wrapper for Metal, which simplifies things a ton. I hope to make it into an open source package soon and write some tutorials, so stay tuned!
What are some alternatives?
When comparing ToyFlightSimulator and Art-in-Swift you can also consider the following projects:
Bender - Easily craft fast Neural Networks on iOS! Use TensorFlow models. Metal under the hood.
Whisky - A modern Wine wrapper for macOS built with SwiftUI
reality-shaders-example - Demonstrates using ARKit in iOS to apply metal shaders to real world surfaces
MetalBuilder - Declarative dispatching of Metal shaders from SwiftUI views
BBMetalImage - A high performance Swift library for GPU-accelerated image/video processing based on Metal.
Anime4KMetal - Anime4K for Apple platforms based on Metal
ARHeadsetKit - Using $5 Google Cardboard to replicate HoloLens
Throttler - One Line to throttle, debounce and delay: Say Goodbye to Reactive Programming such as RxSwift and Combine.
Satin - A 3D Graphics Framework built on Apple's Metal