|Open-Source Vulkan C++ API||GLFW|
|9 days ago||12 days ago|
|Apache License 2.0||zlib License|
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Open-Source Vulkan C++ API
Does anybody really use deleters ?
1 project | reddit.com/r/cpp | 21 Dec 2021
As an aside, vulkan-hpp exists which is a C++ RAII wrapper around regular vulkan. Better to use that than try to do it yourself.
VULKAN_HPP_NO_CONSTRUCTORS not working?
1 project | reddit.com/r/vulkan | 22 Jul 2021
How are the raii wrappers different from the Unique versions?
The github doc says that there's an overhead to the Unique types since they must store allocation callbacks. Is that true for the RAII types too? which approach is better? What do I use?
There is nothing that requires doing any sort of RAII types. Personally, having each object be able to delete itself by keeping track of what created it so it can call a Vulkan destroy method doesn't really gain me anything. When I am dealing with an explicit API like this, I am really ok with being explicit about when I am done with a resource and it can be freed. These wrappers can also get you into trouble like this. On the off chance that I do somehow not free a resource when I am done with it, that is likely a hint at a bigger issue with my code that these sort of utilities will clean up and hide from the resource tracker in the validation layers.
How do you design / structure your Vulkan applications?
2 projects | reddit.com/r/vulkan | 1 May 2021
I'm waiting for the vulkan_raii.hpp to come as part of the SDK by default, do you plan to move to that when it does or stick to your classes?2 projects | reddit.com/r/vulkan | 1 May 2021
A Simple C++ Helper Library For Vulkan
2 projects | reddit.com/r/vulkan | 20 Apr 2021
May I ask if you know about https://github.com/KhronosGroup/Vulkan-Hpp ?
There is a simple draw PNG example?
2 projects | reddit.com/r/vulkan | 6 Mar 2021
I've been trying to introduce myself with Vulkan (using https://github.com/KhronosGroup/Vulkan-Hpp) because I want to learn something new, and I've been trying to load a PNG to draw it with Vulkan, but it is harder than I thought.
OGL - A Great Cross Platform OpenGL Base Library With Almost Everything OpenGL You might Ever need
17 projects | reddit.com/r/opengl | 12 Jan 2022
LearnOpenGL.com setup for Linux
1 project | reddit.com/r/u_Rapid_Movies | 9 Jan 2022
Clone the GLFW git repository, using git clonehttps://github.com/glfw/glfw.git.
How to use OpenGL without an IDE (linking libraries)
1 project | reddit.com/r/opengl | 12 Dec 2021
Go to https://www.glfw.org/
How to make your own game engine (and why)
1 project | reddit.com/r/gamedev | 12 Nov 2021
SDL is great, yes. I just want to mention that glfw is also an option if you're using OpenGL or Vulkan. I used it this time around because I had used SDL in the past for another engine and had the desire to use something different for no other reason than exposure. Things aren't very different and I don't think switching from one to another would be hard. It depends on implementation of course, as always.
Perfecting GLFW for Zig, and finding lurking undefined behavior that went unnot
Agreed. I think it was only a problem because of ubsan. I guess ubsan added checks to the generated code that looked at the value being shifted left 24 and saw that overflow occurred and therefore raised its undefined behaviour signal.
The code would never fail on a two's compliment machine. What ubsan is saying is that the rules of C don't guarantee this code to work - it only works because the overflow writes into the sign bit, which is where the next thing expected it to be anyway.
If the above is true, I don't think their "fix" helps: https://github.com/glfw/glfw/pull/1986/files. I would have thought that the important part is to change the longs to unsigned longs.
It's not actually shifting a char, because integer promotion happens first.
The (not yet merged) PR https://github.com/glfw/glfw/pull/1986 casts to signed long, which only avoids UB (is 64 bits) on 64-bit platforms which aren't Windows.
> Wouldn't it be better to cast to unsigned int or something similar (like uint32_t), since long can still be 32 bits? If the size of long and int is the same, wouldn't the cast as proposed in the PR be semantically identical to the current state?
[Handmade Network] How to write better (game) libraries
2 projects | reddit.com/r/C_Programming | 13 Sep 2021
Even if someone wants to use VS2008 for game development, it only took me a Google search to find https://github.com/glfw/glfw/blob/master/deps/vs2008/stdint.h which doesn't have any dependencies and a very permissive licence.
how do i include glfw in my code to make a window?
1 project | reddit.com/r/vscode | 31 Aug 2021
LibOS – Cross-platform OS features in C++
3 projects | reddit.com/r/cpp | 23 Aug 2021
You seem to have had a similar impetus as I had 20 years ago when I created GLFW (though with a slightly different focus).
What are some alternatives?
SDL - Simple Directmedia Layer
bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.
glad - Multi-Language Vulkan/GL/GLES/EGL/GLX/WGL Loader-Generator based on the official specs.
Skia - Skia is a complete 2D graphic library for drawing Text, Geometries, and Images.
OpenSceneGraph - OpenSceneGraph git repository
Ogre 3D - scene-oriented, flexible 3D engine (C++, Python, C#, Java)
urho3d - Cross-platform 2D and 3D game engine
OpenVDB - OpenVDB - Sparse volume data structure and tools
OpenSubdiv - An Open-Source subdivision surface library.
magnum - Lightweight and modular C++11 graphics middleware for games and data visualization