Allegro
Thrust
Allegro | Thrust | |
---|---|---|
24 | 4 | |
1,775 | 4,839 | |
1.8% | - | |
8.3 | 6.9 | |
14 days ago | 3 months ago | |
C | C++ | |
GNU General Public License v3.0 or later | GNU General Public License v3.0 or later |
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Allegro
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Not only Unity...
Allegro (zlib/plain C) https://github.com/liballeg/allegro5
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Allegro library website redirected to anti-Kotaku Nazi-related page
Some nutjob has taken control of https://liballeg.org to redirect it to some anti-Nazi page that mentions Kotaku, comparing them to nazis.
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Self taught developers, what did you know when you started?
C, C++, Allegro, SDL, Some rudimentary SQL, Some basic BSD Sockets. But I also took some time to learn 3D math, trigonometry and linear algebra so I can include some basic 3D examples in my portfolio. I was later told that it was the 3D math that made the difference because if I (barely finished HS) can do that I can probably learn everything they give me.
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Recourses to make games like they did in the 90s?
Wow, DJGPP and Allegro (still going!), that takes me back - that and Bloodshed IDE were my weapons of choice back then!
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What are some of your favourite tools/libraries/frameworks to visualize or prototype something
liballeg.org
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Looking for a very basic 2d graphics library
allegro 5 is quite alright with fonts
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What are some cool modern libraries you enjoy using?
allegro5 is a great rendering library if you want to get something 2D on the screen fast
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Are there other examples of people who made games with their own engines like Minecraft ?
Hell, their website says in the first few sentences it isn't an engine.
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Where to start?
A while ago I was getting started with the Allegro5 game engine (+Rust bindings). It's the same engine used for Factorio. I wrote a simple egui-integration to have nicer UI options. It was mostly for myself and is thus poorly documented but maybe you get some ideas how to make it work.
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Resources for C++
Here's a simple program using Allegro
Thrust
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AMD's CDNA 3 Compute Architecture
this is frankly starting to sound a lot like the ridiculous "blue bubbles" discourse.
AMD's products have generally failed to catch traction because their implementations are halfassed and buggy and incomplete (despite promising more features, these are often paper features or career-oriented development from now-departed developers). all of the same "developer B" stuff from openGL really applies to openCL as well.
http://richg42.blogspot.com/2014/05/the-truth-on-opengl-driv...
AMD has left a trail of abandoned code and disappointed developers in their wake. These two repos are the same thing for AMD's ecosystem and NVIDIA's ecosystem, how do you think the support story compares?
https://github.com/HSA-Libraries/Bolt
https://github.com/NVIDIA/thrust
in the last few years they have (once again) dumped everything and started over, ROCm supported essentially no consumer cards and rotated support rapidly even in the CDNA world. It offers no binary compatibility support story, it has to be compiled for specific chips within a generation, not even just "RDNA3" but "Navi 31 specifically". Etc etc. And nobody with consumer cards could access it until like, six months ago, and that still is only on windows, consumer cards are not even supported on linux (!).
https://geohot.github.io/blog/jekyll/update/2023/06/07/a-div...
This is on top of the actual problems that still remain, as geohot found out. Installing ROCm is a several-hour process that will involve debugging the platform just to get it to install, and then you will probably find that the actual code demos segfault when you run them.
AMD's development processes are not really open, and actual development is silo'd inside the company with quarterly code dumps outside. The current code is not guaranteed to run on the actual driver itself, they do not test it even in the supported configurations.
it hasn't got traction because it's a low-quality product and nobody can even access it and run it anyway.
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Parallel Computations in C++: Where Do I Begin?
For a higher level GPU interface, Thrust provides "standard library"-like functions that run in parallel on the GPU (Nvidia only)
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What are some cool modern libraries you enjoy using?
For GPGPU, I like thrust. C++-idiomatic way of writing CUDA code, passing between host and device, etc.
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A vision of a multi-threaded Emacs
Users should work with higher level primitives like tasks, parallel loops, asynchronous functions etc. Think TBB, Thrust, Taskflow, lparallel for CL, etc.
What are some alternatives?
raylib - A simple and easy-to-use library to enjoy videogames programming
CUB - THIS REPOSITORY HAS MOVED TO github.com/nvidia/cub, WHICH IS AUTOMATICALLY MIRRORED HERE.
Cocos2d - Cocos2d-x is a suite of open-source, cross-platform, game-development tools utilized by millions of developers across the globe. Its core has evolved to serve as the foundation for Cocos Creator 1.x & 2.x.
ArrayFire - ArrayFire: a general purpose GPU library.
GLFW - A multi-platform library for OpenGL, OpenGL ES, Vulkan, window and input
Boost.Compute - A C++ GPU Computing Library for OpenCL
Godot - Godot Engine – Multi-platform 2D and 3D game engine
HPX - The C++ Standard Library for Parallelism and Concurrency
Spring RTS game engine - A powerful free cross-platform RTS game engine. - Report issues at https://springrts.com/mantis/
moodycamel - A fast multi-producer, multi-consumer lock-free concurrent queue for C++11
Oxygine - Oxygine is C++ engine and framework for 2D games on iOS, Android, Windows, Linux and Mac
Taskflow - A General-purpose Parallel and Heterogeneous Task Programming System