Yave
paradigm
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Yave
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Abstraction arround CommandBuffers and Queues
Yes
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Rendering Mip Levels of Image
Alternatively, you can create a view per mip and use a compute shader to compute the whole cube at once. This is what I have been doing
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Need help with a post processing shader
IIRC OpenGL clip space depth is in [-1, 1], so it needs to be remapped too. This code is derived from my own Vulkan codebase, and I haven't used OpenGL in a long time, so this may be wrong.
paradigm
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Paradigm Engine, a multi-platform open source rendering library written in C++20
Get the code here on Github and the documentation is available here on paradigmengine.github.io/
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A new approach to ECS APIs
Sure thing, the outdated docs are here. Only recently started touching up the project again after a long hiatus. The docs still give a correct overview of the API, but the implementation itself has changed since then.
What are some alternatives?
liblava - Modern and easy-to-use library for Vulkan
flecs - A fast entity component system (ECS) for C & C++
Lupine - Game Engine Trial
SoftwareRenderer - Software rendering engine with PBR. Built from scratch on C++.
CLUSEK-RT - Vulkan based C++ ray-tracing game engine.
Vulkan-Samples - One stop solution for all Vulkan samples
scop_vulkan - A 3D model viewer written C++20 and Vulkan
tinyrenderer - A brief computer graphics / rendering course
tinyraytracer - A brief computer graphics / rendering course
tiny_csg - tiny_csg is a C++ library that generates meshes from brush-based level data and supports incremental updates (real-time CSG). It is intended to be used as a backend in 3d level editors and/or generators.
Villain - 2D/3D Game/Rendering Engine using OpenGL and SDL2