WickedEngine
bgfx
WickedEngine | bgfx | |
---|---|---|
9 | 71 | |
5,387 | 14,352 | |
- | - | |
9.5 | 9.3 | |
1 day ago | 1 day ago | |
C++ | C++ | |
MIT License | BSD 2-clause "Simplified" License |
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.
WickedEngine
- List of Unity alternatives
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Defold: Open-source Lua game engine with console support
What about Wicked Engine?
- https://github.com/turanszkij/WickedEngine
- WickedEngine: 3D Engine with Modern Graphics
- Serious question.. Can I use some existing engine and modify it to build my own-ish solution?
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Real-time Rendering engines with a C++ API?
Wicked Engine
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SDL vs Unreal
Code base really small because it develop by solo developer with help from some volunteer contibutors. Support DirectX12 and Vulkan. There is editor for edit and save scene file but it's not finish yet so you have to mostly add features that you want by yourself beside rendering part. https://github.com/turanszkij/WickedEngine
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If you DON'T use UE/Unity what is your workflow
I just ran across the Wicked Engine yesterday. It's C++, cross-platform, MIT licensed and works with both DX12 and Vulkan. I had missed it in numerous searches I had done previously, so raising it here as it seems to be easy to miss.
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A Rant on Developers
I'm not speaking out of my ass, either, I have very actively followed low-level development being done towards open-source engines such as Diligent and Wicked. I personally am a contributor to the latter engine, as well. It is baffling to me that independent developers don't support this platform.
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Engines used in the most popular Steam games of 2020
If you want to make your own engine but you need modern advance graphic features out of box. I think Wicked Engine is a good choice. https://github.com/turanszkij/WickedEngine
bgfx
- WebKit Switching to Skia for 2D Graphics Rendering
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Is it possible and realistic to learn independent of an API?
Sort of, I'd recommend a modern higher level API. I'm not sure what the current recommended ones are (probably bgfx), but assuming the wrapper is "low level enough", then the concepts you learn are still going to apply.
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Ask HN: Released games built on FOSS engines?
https://github.com/bkaradzic/bgfx for just that FOSS intermediate rendering library (includes Minecraft)
- Valve Says Counter-Strike 2 for macOS Not Happening, There Aren't Enough Players
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The Ultimate Cross-Platform Rendering Engine?
BGFX: Pretty mature and easy to use with many backends.
- Cairo – Open-Source 2D Graphics Layer/API with Fonts and Many Back-Ends
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Best graphics libraries for game development that are compatible with Apple Metal API?
bgfx. I have not used it, but I have heard good things about it.
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LWJGL = SFML vs Allegro vs SDL vs Ogre vs ???
There's kind of a lack of this for C++ in 3D, I think it's often due to the necessity of a secondary scripting language in game engines with C++, which isn't necessarily needed in Java or C#. SFML is like that (but also 2D), Godot is similar (but more geared towards 2D). Ogre3D is an actual engine like I mentioned earlier, not sure how easy it is to use. Cocos2d is higher level, but is also 2D only. I'm not fond of SDL, it feels like a windowing library with slow old school immediate mode stuff attached, so it ends up not being good at the rest of the tacked on things. SDL is popular as a windowing library, and it's why you see it used everywhere (but the most notable uses of it aren't using their drawing capabilities), I often see bgfx thrown around, and for you it might be a good choice, though I have no experience with it.
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Is it a crazy idea to create a 3D operating system?
Another route could be using an abstraction over Vulkan (faster, more efficient, more difficult): bgfx, dawn, magma, or wgpu (Rust).
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The update we all want but will never get
now, java is actually quite a performant language and even if its not most of the performance bugs in mc are due to it being single threaded, inefficient chunk generation and optimizing, and it built ontop of opengl WHICH isn't much of a performance hit but its still ehh idk it doesn't matter that much (NOW SWITCHING THE GAME TO AN ENTIRELY DIFFERENT GRAPHICS API WOULD SUCK ASS TO DO (and vulkan is quite verbose :))) (AND also bgfx would probably be better due to it being an abstraction layer ontop of all the graphics apis so minecraft could target many depending on your platform (and also bedrock used to (or still does i dont know) use bgfx before they switched to just two (IF IM READING MC WIKI RIGHT BECAUSE IM NOT ENTIRELY SURE IF THEY USE BGFX STILL ?? SO THEY COULD STILL BE TARGETING MULTIPLE YET THEY JUST WROTE THEIR NEW SHIT BAD IDK))
What are some alternatives?
SpartanEngine - A game engine with an emphasis on real-time cutting-edge solutions
GLFW - A multi-platform library for OpenGL, OpenGL ES, Vulkan, window and input
tinygltf - Header only C++11 tiny glTF 2.0 library
DiligentEngine - A modern cross-platform low-level graphics library and rendering framework
vulkan-renderer - Game engine written with C++ and Vulkan.
magnum - Lightweight and modular C++11 graphics middleware for games and data visualization
source-sdk-bullet-physics - Bullet Physics Injection for Source SDK 2013
Ogre 3D - scene-oriented, flexible 3D engine (C++, Python, C#, Java)
The-Forge - The Forge Cross-Platform Rendering Framework PC Windows, Steamdeck (native), Ray Tracing, macOS / iOS, Android, XBOX, PS4, PS5, Switch, Quest 2
sokol - minimal cross-platform standalone C headers
FFNx - Next generation modding platform for Final Fantasy VII and Final Fantasy VIII ( with native Steam 2013 release support! )