awesome-c
stb
awesome-c | stb | |
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19 | 164 | |
8,604 | 25,128 | |
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5.4 | 6.4 | |
4 days ago | 3 days ago | |
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Creative Commons Attribution Share Alike 4.0 | GNU General Public License v3.0 or later |
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awesome-c
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Learning C in 2023
https://github.com/oz123/awesome-c#learning-reference-and-tu...
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I want to be better at programming
So, let’s go through an example. Since you’re used to using C, I’d suggest looking through the awesome-C repo. From there, you might decide you’re interested in graphics, so you check out OpenGL.
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What can you actually do in C?
Awesome C - oz123
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C Documentation
You can find a lot of resources at oz123 / awesome-c and this [https://www.linuxquestions.org/questions/programming-9/c-c-tutorials-825748/](C/C++ Tutorials thread).
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Updated book to learn C
For example, you can use the C language with sds strings (see https://github.com/antirez/sds) if you want to have an easier time with string formatting and don't want to worry about using the famously unsafe string.h functions correctly. You'll still program in ISO C, but just not in the standard library. The same applies to pretty much all parts of the standard library, the only part unsurpassed is pretty much just printf and the math headers (math.h, fenv.h, tgmath.h, complex.h) imo, and the occasional call to exit. A good place to look for libraries if you want to go that route is the awesome-c collection: https://github.com/oz123/awesome-c
- Not to sound like a broken record but are there any good and interesting open source projects in C?
- Cool C projects
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Ask HN: Modern C Libraries
There's an awesome C list of libraries and frameworks [1]. Pick one that suits your needs.
Time and again folks say such and such isn't suitable tool to do something. While some of those admonitions are true, if you're doing something to learn, feel free to ignore those and enjoy your learning. There're folks who learn assembly even today and learn a great deal of other things than assembly and have fun too.
As for C, it'd recommend most folks know the basics since many "modern" languages totally don't teach you those, and in fact hide the details from you that things feel like magic to you eventually if you keep using these high-level languages. This is okay as long as you can know the basics and map them back when needed.
[1]: https://github.com/oz123/awesome-c
- Recommend some non-standard libraries for the C programming language.
- Any website that lists all the available libraries for C?
stb
- Lessons learned about how to make a header-file library (2013)
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Nebula is an open-source and free-to-use modern C++ game engine
Have you considered not using an engine at all, in favor of libraries? There are many amazing libraries I've used for game development - all in C/C++ - that you can piece together:
* General: [stb](https://github.com/nothings/stb)
- STB: Single-file public domain libraries for C/C++
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Writing a TrueType font renderer
Great to see more accessible references on font internals. I have dabbled on this a bit last year and managed to have a parser and render the points of a glyph's contour (I stopped before Bezier and shape filling stuff). I still have not considered hinting, so it's nice that it's covered. What helped me was an article from the Handmade Network [1] and the source of stb_truetype [2] (also used in Dear ImGUI).
[1] https://handmade.network/forums/articles/t/7330-implementing....
[2] https://github.com/nothings/stb/blob/master/stb_truetype.h
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Capturing the WebGPU Ecosystem
So I read through the materials on mesh shaders and work graphs and looked at sample code. These won't really work (see below). As I implied previously, it's best to research/discuss these sort of matters with professional graphics programmers who have experience actually using the technologies under consideration.
So for the sake of future web searchers who discover this thread: there are only two proven ways to efficiently draw thousands of unique textures of different sizes with a single draw call that are actually used by experienced graphics programmers in production code as of 2023.
Proven method #1: Pack these thousands of textures into a texture atlas.
Proven method #2: Use bindless resources, which is still fairly bleeding edge, and will require fallback to atlases if targeting the PC instead of only high end console (Xbox Series S|X...).
Mesh shaders by themselves won't work: These have similar texture access limitations to the old geometry/tessellation stage they improve upon. A limited, fixed number of textures still must be bound before each draw call (say, 16 or 32 textures, not 1000s), unless bindless resources are used. So mesh shaders must be used with an atlas or with bindless resources.
Work graphs by themselves won't work: This feature is bleeding edge shader model 6.8 whereas bindless resources are SM 6.6. (Xbox Series X|S might top out at SM 6.7, I can't find an authoritative answer.) It looks like work graphs might only work well on nVidia GPUs and won't work well on Intel GPUs anytime soon (but, again, I'm not knowledgeable enough to say this authoritatively). Furthermore, this feature may have a hard dependency on using bindless to begin with. That is, I can't tell if one is allowed to execute a work graph that binds and unbinds individual texture resources. And if one could do such a thing, it would certainly be slower than using bindless. The cost of bindless is paid "up front" when the textures are uploaded.
Some programmers use Texture2DArray/GL_TEXTURE_2D_ARRAY as an alternative to atlases but two limitations are (1) the max array length (e.g. GL_MAX_ARRAY_TEXTURE_LAYERS) might only be 256 (e.g. for OpenGL 3.0), (2) all textures must be the same size.
Finally, for the sake of any web searcher who lands on this thread in the years to come, to pack an atlas well a good packing algorithm is needed. It's harder to pack triangles than rectangles but triangles use atlas memory more efficiently and a good triangle packing will outperform the fancy new bindless rendering. Some open source starting points for packing:
https://github.com/nothings/stb/blob/master/stb_rect_pack.h
https://github.com/ands/trianglepacker
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Www Which WASM Works
The STB headers are mostly built like that: https://github.com/nothings/stb
You could also add an optional 'convenience API' over the lower-level flexible-but-inconvenient core API, as long as core library can be compiled on its own.
In essence it's just a way to decouple the actually important library code from runtime environment details which might be better implemented outside the C/C++ stdlib.
It's already as simple as the stdlib IO functions not being asynchrononous while many operating systems provide more modern alternatives. For a specific type of library (such an image decoder) it's often better to delegate such details to the library user instead of circumventing the stdlib and talking directly to OS APIs.
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File for Divorce from LLVM
My stuff for instance:
https://github.com/floooh/sokol
...inspired by:
https://github.com/nothings/stb
But it's not so much about the build system, but requiring a separate C/C++ compiler toolchain (Rust needs this, Zig currently does not - unless the proposal is implemented).
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What C libraries do you use the most?
STB Libraries: https://github.com/nothings/stb
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[Noob Question] How do C programmers get around not having hash maps?
stb_ds is also very popular.
- Is there an existing multidimensional hash table implementation in C?
What are some alternatives?
kcgi - minimal CGI and FastCGI library for C/C++
Vcpkg - C++ Library Manager for Windows, Linux, and MacOS
single_file_libs - List of single-file C/C++ libraries.
imgui-node-editor - Node Editor built using Dear ImGui
awk - One true awk
ZXing - ZXing ("Zebra Crossing") barcode scanning library for Java, Android
project-based-tutorials-in-c - A curated list of project-based tutorials in C
freetype-gl - OpenGL text using one vertex buffer, one texture and FreeType
2048.wasm - 2048 written in C and compiled to WebAssembly
ImageMagick - 🧙♂️ ImageMagick 7
awesome-cpp - A curated list of awesome C++ (or C) frameworks, libraries, resources, and shiny things. Inspired by awesome-... stuff.
Cppcheck - static analysis of C/C++ code