VoxelSpace
circle
VoxelSpace | circle | |
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20 | 55 | |
5,794 | 2,189 | |
- | - | |
0.0 | 5.0 | |
about 1 year ago | 6 months ago | |
C | C++ | |
MIT License | - |
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VoxelSpace
- VoxelSpace – Terrain rendering algorithm in less than 20 lines of code
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I made a proof of concept 2.5d engine (Download in comments)
This uses the "Voxel Space algorithm" used in 1992s Comanche to get a faux 3d terrain. Based on the code from here with some optimizations to get a reasonable FPS.
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Voxel Space Engine: Comanche Terrain Rendering
Reminds me of this: https://github.com/s-macke/VoxelSpace
Another implementation to play around with here; this one's not DOS but web based though.
- Terrain rendering algorithm in less than 20 lines of code
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The Genius of Binary Space Partitioning in Doom
I'm reminded of the render algorithm in Comanche, the 1992 video game [0]. I find it remarkably ingenious, and it certainly felt incredible at the time.
[0] https://github.com/s-macke/VoxelSpace
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Infinite procedural terrain generated in Godot3D
The heightmap I've been manipulating may also be familiar to you, but not for the same reason, because it's terrain data of Mt. Fuji. I'm thinking of heightmap files instead of infinite noise, mixing the perks of ray-based rendering insights with a manageable early-'90s-style aesthetic and conventional level design. An erosion simulation could be preprocessed with a seamless OOB margin in that context too.
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Voxel space and WGPU troubles
I wrote a voxel space implementation in Rust some time ago using SFML, and now am trying to move it to WGPU in order to learn how GPUs work better and perhaps solve a horizontal lines glitch I've got.
- Rustenstein 3D: Game programming like it's 1992
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Voxel rendering using pixel columns.
Recently, I’ve been getting into voxel rendering, and I’ve been thinking of a way of extending the voxel space algorithm. https://github.com/s-macke/VoxelSpace
circle
- Rusty.hpp: A Borrow Checker and Memory Ownership System for C++20
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How difficult would it be to make a c++ compiler
Sean Baxter created a front end c++ compiler by himself, using llvm for the back end and the gcc or clang stl. I think it took him a couple of years. https://www.circle-lang.org/. Before this happened I heard a couple of different people claiming that there would never be a totally new compiler as it was too much work.
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Toward a TypeScript for C++"
The real Typescript for C++ is Circle.
https://www.circle-lang.org/
Just like Typescript to JavaScript, the syntax is an evolution of what already exists, not a completely different syntax.
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A Metaobject Protocol for C++ [pdf]
Sean Baxter's Circle [1] is arguably the spiritual successor to MOP.
[1] https://www.circle-lang.org/
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Circle Evolves C++ [video]
Context: https://github.com/seanbaxter/circle/blob/master/new-circle/...
Note that Circle is not an F/OSS compiler as someone pointed out before. This however doesn't make Circle less relevant, because it is actually a testament to show that C++ could have been much better without the claimed breakage. If Circle does provide a number of desirable features and its compiler can be built by a single person, then why shouldn't the committee do the same?
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My (Herb Sutter's) C++ Now 2023 talk is online: “A TypeScript for C++”
From all wannabe C++ replacements candidates, the only language that is really a TypeScript for C++, is Circle.
For whatever reason, Herb Sutter decided to ignore this language on the presentation.
https://www.circle-lang.org/
This is the only one with the syntax based on C++, incrementally changing the features via #pragma settings.
"Circle Fixes Defects, Makes C++ Language Safer & More Productive"
https://www.youtube.com/watch?v=x7fxeNqSK2k
"Circle Evolves C++"
https://www.youtube.com/watch?v=P1ZDOGDMNLM
- File for Divorce from LLVM
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Making C++ Safe Without Borrow Checking, Reference Counting, or Tracing GC
The second someone makes a successor language that seamlessly/directly interops with C++ _AND_ has the level of build/IDE tooling that C++/Rust have, I'm on board.
The closest thing right now is Sean Baxter's "Circle" compiler in "Carbon" mode IMO:
https://github.com/seanbaxter/circle/blob/master/new-circle/...
Unfortunately, Circle is closed-source and there's no LSP or other tooling to make the authoring experience nice.
- Circle-lang: A feasible, simple, and immediate way for C++ to break out of the rut it's been in. Surprised more people aren't talking about it.
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Recurrence-expression is a programmable superset of fold-expression
I read through the whole of https://github.com/seanbaxter/circle/blob/master/new-circle/README.md and man, I'm drooling. Awesome work, kudos.
What are some alternatives?
DIYDoom - An attempt to understand how DOOM engine works
raspberry-pi-os - Learning operating system development using Linux kernel and Raspberry Pi
GameBoy-Advance-3D-voxel-space-demo - A custom 3D voxel space engine tech demo for the GameBoy Advance
dts2hx - Converts TypeScript definition files (d.ts) to haxe externs (.hx) via the TypeScript compiler API
Descent-2 - The Descent 2 source code.
mdspan - Reference implementation of mdspan targeting C++23
rustenstein - Wolfenstein 3D port written in Rust
papers - ISO/IEC JTC1 SC22 WG21 paper scheduling and management
abrash-black-book - Markdown source for Michael Abrash's Graphics Programming Black Book
CppCoreGuidelines - The C++ Core Guidelines are a set of tried-and-true guidelines, rules, and best practices about coding in C++
Portal-Raycaster - A software portal rendering game engine
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