|4 days ago||4 days ago|
|GNU General Public License v3.0 or later||zlib 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.
Learn Scheme by Example: Tk GUI with Chicken Scheme
5 projects | dev.to | 12 Nov 2021
The Allegro egg is accompanied by a couple of examples but no examples showing the use of the audio addon. The Allegro library itself comes with an example showing how to generate a saw wave, but being a C library, the example is, of course, in C. I ported that example to Scheme. I would have contributed the example back to the Allegro egg, but the repo is marked as "archived by the owner" and read-only on GitHub. I've included the example in the repo alongside the rest of the code for this tutorial in case someone finds it useful.
how to compile c++ using Allegro and clang
4 projects | reddit.com/r/termux | 17 Oct 2021
Even fallowing https://github.com/liballeg/allegro5/blob/master/README_android.txt you can't build with the instructions provided most because you will need some things of android ndk to properly build the allegro. Also, this build instructions is for build for build allegro for use in an Android apk.
How to download allegro5 from Termux?
1 project | reddit.com/r/termux | 14 Oct 2021
git clone https://github.com/liballeg/allegro5
Latest usable allegro+toolchain?
1 project | reddit.com/r/DOS | 20 Sep 2021
I am trying to find the latest version of allegro + DJGPP that I can use to build a game. I found the 4.2 branch of allegro, but I am unsure which version of DJGPP to use to build it.
GeForce NOW leak includes Cities Skylines 2 in its list of unreleased games.
1 project | reddit.com/r/CitiesSkylines | 13 Sep 2021
Factorio was written in C++ with help of Allegro graphic library, it's custom game engine, models are made in Blender, rendered in a 45deg angle to match isometric view. Unity wouldn't handle a game with that scale - it has too many "useless" features for that type of games.
What are your recommendations for c++ game dev?
5 projects | reddit.com/r/cpp | 26 Aug 2021
Factorio Violated Our License
1 project | reddit.com/r/gamedev | 2 Aug 2021
I'm an Allegro 5 (https://liballeg.org) developer. We have a very simple license that simply requires putting the license in your distribution. Factorio has never complied with this.
I ported Allegro 5 to python
1 project | reddit.com/r/gamedev | 2 May 2021
Allegro 5 already comes with Python bindings if you someone wants to use it and write in Python: https://github.com/liballeg/allegro5/tree/master/python1 project | reddit.com/r/Python | 2 May 2021
Allegro 5 is originally a game development library in C language. Since I found this library to be ideally powerful and I developed dozens of games with it in C, I found it nice that I could also use it in python in case of mini projects which require less performance (given the slowness of python compared to C). In short, you can install it with:
New to c++, need help to try to understand this piece of code from Allegro library
1 project | reddit.com/r/cpp_questions | 30 Apr 2021
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).
Is there a way to get japanese text input in raylib?
1 project | reddit.com/r/raylib | 23 Aug 2021
Thanks for the detailed explanation. I'm afraid I didn't considered that use case for raylib and it would require some investigation to implement it... but raylib uses internally GLFW for desktop platforms and I've seen there is a related issue: https://github.com/glfw/glfw/issues/41 About IME support by the browser, it should be investigated. Feel free to open an issue on raylib GitHub for further investigation!
Massive trouble with GLFW header inclusion. Can someone help?
1 project | reddit.com/r/C_Programming | 3 Aug 2021
Looking at the actual code of the .h file, it looks pretty empty, and like it needs some extra files perhaps. For instance, functions are just filled with comments with some random explanations, so they are basically 1 line, which probably does nothing. Here you can take a look yourself on github.
Hey, I want start
6 projects | reddit.com/r/gameenginedevs | 1 Aug 2021
I would suggest using GLFW and Glad with C++ and use LearnOpenGL as a refrence
What are some alternatives?
SDL - Simple Directmedia Layer
bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.
Skia - Skia is a complete 2D graphic library for drawing Text, Geometries, and Images.
glad - Multi-Language Vulkan/GL/GLES/EGL/GLX/WGL Loader-Generator based on the official specs.
OpenSceneGraph - OpenSceneGraph git repository
Ogre 3D - scene-oriented, flexible 3D engine (C++, Python, C#, Java)
Open-Source Vulkan C++ API - Open-Source Vulkan C++ API
Cocos2d - Cocos2d-x is a suite of open-source, cross-platform, game-development tools used by millions of developers all over the world.
magnum - Lightweight and modular C++11 graphics middleware for games and data visualization
Godot - Godot Engine – Multi-platform 2D and 3D game engine
gl4es - GL4ES is a OpenGL 2.1/1.5 to GL ES 2.0/1.1 translation library, with support for Pandora, ODroid, OrangePI, CHIP, Raspberry PI, Android, Emscripten and AmigaOS4.
glbinding - A C++ binding for the OpenGL API, generated using the gl.xml specification.