WinApi
ComputeSharp
WinApi | ComputeSharp | |
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4 | 38 | |
806 | 2,543 | |
- | - | |
0.0 | 9.8 | |
over 1 year ago | 19 days ago | |
C# | C# | |
Apache License 2.0 | MIT License |
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WinApi
- A .NET library for high-performance Win32 native interop
- Are there any low-level library options for creating desktop apps?
- Any good book recommendation/resource for Win32 api with .NET?
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Mozilla plans to remove the Compact Density option from Firefox's Customize menu
>What happened?
Building extremely high quality user interfaces has been de-prioritized by our tech gods. See: ElectronJS. Every "native" "desktop" application built upon such technologies has a minimum latency bound that is user-detectable and a memory appetite that cannot be appeased by even the most opulent workstation-class system.
Those of us seeking client->server->client trips that are measured in microseconds (on top of network stack latency) have been forced into the dark nether-reaches of technology. Writing 2D graphics libraries and client/server UI frameworks from scratch has become one of my new favorite hobbies.
All of this is especially upsetting when you consider how much complexity has been magically hand-waved away over the last 20 years with modern OS, language and tool design. You don't even have to go to C/C++ to get the UI performance these days. A high-quality C# implementation using platform-specific graphics interop is more than capable of producing UIs that can respond in the 10-1000 microsecond range. WinApi interop and hooking the window message pump is a trivial exercise. See: https://github.com/prasannavl/WinApi et. al.
ComputeSharp
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ILGPU VS ComputeSharp - a user suggested alternative
2 projects | 27 Oct 2023
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Is there a real time graphics llibrary in c#
A couple other options than what has been suggested so far: - TerraFX.Interop.Windows. Raw, blittable, 1:1 bindings for all Win32, D2D/D3D11/D3D12 APIs (there's also a version with Vulkan bindings). As close to doing #include as you can get in C#. This is my personal favorite, I use it in my own ComputeSharp library, and transitively we use it in the Microsoft Store too 🙂 - Silk.NET another version of high-performance bindings, more opinionated than TerraFX and with some additional helpers to make it a bit easier to use.
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What can Go do that C# can't?
A hello world .NET console app with NativeAOT is 1.08 MB. Goes down to 1.08 MB with some tweaking. Goes below 1MB with more tweaking. I have a fully self-contained NativeAOT sample app that renders some fancy animated shaders with DX12 that's about 2MB in size.
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C# and GPU programming
I dont think it's exactly what you're looking for, but I've found ComputeSharp to be a great C# GPU tool
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Source Generator Debug always NulLReferecneException
Here's some: - MVVM Toolkit - PolySharp - ComputeSharp
- Rust bindings for Avalonia UI Framework
- [WinUI] High level 2D rendering library
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What library should I use to make basic 2D graphics which is simple to use and that is able to quickly draw a bunch of particles (circles) on the screen with updating positions every frame? (Not the best description ever. I explain it better in the post's text)
If you don't mind being Windows only, I would also recommend trying out (shameless plug) ComputeSharp. You can find it on NuGet and it's available for UWP and WinUI 3 as well with ready to use XAML controls. The point is that it would allow you do your entire rendering via pixel/compute shaders, so it could basically run entirely on the GPU. That'd allow you to render even millions of particles with pretty good performance 🙂
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What library to code a Screensaver?
Create a UWP or WinUI 3 applicaation and use the AnimatedComputeShaderPanel from ComputeSharp. The library lets you write shaders (ie. code to run on the GPU) entirely in C#, and handles all the logic to setup a DX12 animated swapchain, similar to Win2D. If you look at the repo you can also see a whole bunch of examples, which you can also try out for yourself. There's also several wiki pages with lots of info.
- GitHub - ComputeSharp: A .NET library to run C# code on the GPU through DX12 (Not Godot)
What are some alternatives?
Gtk# - Gtk# is a Mono/.NET binding to the cross platform Gtk+ GUI toolkit and the foundation of most GUI apps built with Mono
ShaderGen - Proof-of-concept library for generating HLSL, GLSL, and Metal shader code from C#,
XWT - A cross-platform UI toolkit for creating desktop applications with .NET and Mono
raylib - A simple and easy-to-use library to enjoy videogames programming
MahApps.Metro - A framework that allows developers to cobble together a better UI for their own WPF applications with minimal effort.
CSharp-Unity-Compute-Shader - Create compute shaders for Unity with C#.
FastColoredTextBox - Fast Colored TextBox for Syntax Highlighting. The text editor component for .NET.
BrimsonFX - Image and video processing shaders for ReShade (convolutions, GPU Horn-Schunk/Lucas-Kanade, etc.)
MaterialDesignInXamlToolkit - Google's Material Design in XAML & WPF, for C# & VB.Net.
SharpDX
MaterialSkin - Theming .NET WinForms, C# or VB.Net, to Google's Material Design Principles.
dotnet - .NET Community Toolkit is a collection of helpers and APIs that work for all .NET developers and are agnostic of any specific UI platform. The toolkit is maintained and published by Microsoft, and part of the .NET Foundation.