zui
WebGL_Compute_shader
zui | WebGL_Compute_shader | |
---|---|---|
4 | 3 | |
313 | 289 | |
0.6% | - | |
1.9 | 10.0 | |
about 1 year ago | over 4 years ago | |
Haxe | TypeScript | |
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.
zui
-
3D and 2D: Testing out my cross-platform graphics engine
I am glad people are working on it!!
Have you seen Kha by any chance? It has similar goals. I find it quite awesome, but it won't gain mass adoption for a bunch of reasons. https://github.com/Kode/Kha
Someone built an immediate mode renderer on top https://github.com/armory3d/zui, which is utilised by ArmorPaint https://armorpaint.org. I also use Zui for my own bespoke 2D game engine.
I find this tech and tooling really quite amazing (just look at how little source code Zui has) given just how small the ecosystem around it is. I think Kha really illustrates what can be achievable if the lower levels have robust but simple APIs, just exposing the bare minimum as a standard for others to build upon.
For the kind of project I work on (mostly 2d games), I think it would really awesome if your framework also supported low level audio, and a variety of inputs such as keyboard, mice, and gamepads. If it also had decent text rendering support it would basically be my dream library/framework.
- Game Development Post-Unity
-
ArmorPaint and ArmorLab: open-source alternative to Adobe Substance
The immediate mode UI library (ZUI) that the developer built is also really good. I don’t think Kha or ZUI get enough recognition, and I find both of them extremely elegant and pleasant to use. It might also be surprising to know that besides a few files for specifying constants and enums, ZUI is a single file library with only around 2100 lines of code.
https://github.com/armory3d/zui
-
Heaps: A free, open-source and cross-platform game engine
+1 for Kha. I have been getting crazy good performance with the WebGL target. I also much prefer it’s immediate mode API, as apposed to Heaps’s display list (or scene graph). I was also able to build out a full editor with this fantastic library https://github.com/armory3d/zui
WebGL_Compute_shader
-
3D and 2D: Testing out my cross-platform graphics engine
It should be noted that the reason we don't have compute shaders on WebGL 2.0 was Chrome team dropping the ball on them.
https://github.com/9ballsyndrome/WebGL_Compute_shader/issues...
https://www.khronos.org/webgl/public-mailing-list/public_web...
https://issues.chromium.org/issues/40150444
-
WebGPU Fundamentals
Yes,
https://registry.khronos.org/webgl/specs/latest/2.0-compute/
https://github.com/9ballsyndrome/WebGL_Compute_shader
And then Google decides not implementating it after all, because of WebGPU.
https://github.com/9ballsyndrome/WebGL_Compute_shader/issues...
-
i still don't understand how webgl,webgpu makes things faster
You can do number processing on the GPU in shaders using compute shaders such as these demos
What are some alternatives?
as3hx - Convert AS3 sources to their Haxe equivalent
fciv-net - Freeciv 3D - Fciv.net the 3D version of the Freeciv strategy game
ax3 - AS3 to Haxe converter
qemujs - Qemu.js source code with proof-of-concept machine-code-to-WASM JIT.
openfl - The Open Flash Library for creative expression on the web, desktop, mobile and consoles.
caniuse - Raw browser/feature support data from caniuse.com
armortools - 3D Content Creation Tools
contrast_renderer - Contrast is a WebGPU based 2D render engine written in Rust
nixos-configuration - Nix(OS) system and user configurations
hashlink - A virtual machine for Haxe
flixel - Free, cross-platform 2D game engine powered by Haxe and OpenFL
Kha - Ultra-portable, high performance, open source multimedia framework.