awesome-vulkan
magnum
awesome-vulkan | magnum | |
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5 | 22 | |
3,154 | 4,664 | |
- | - | |
3.6 | 9.6 | |
2 months ago | 16 days ago | |
C++ | ||
- | GNU General Public License v3.0 or later |
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awesome-vulkan
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Simple light graphics library for c++?
there are: - OpenSceneGraph ( and vsg ) - Ogre3D - Magnum - A plethora of them here, here and here.
- Can someone recommend me any good Vulkan resources
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Cross-Vendor GPU acceleration with Vulkan Kompute
I do wish the authors had picked a somewhat more distinct name. Being so close to the official Vulkan Compute seems dubious. Looking at the awesome-vulkan list, very few projects are named like vulkan-blah.
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Resources for re-writing an OpenGL1.1 app to Vulkan
If you are hellbent on going with vulkan, however, then I would reccomend looking around here: https://github.com/vinjn/awesome-vulkan
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Is there any simple layer (C/C++) which would take care of the long syntactic sugar?
There are several libraries which try to 'make vulkan easier' to varying degrees of success, you'll have to decide if they are right for you. Hers a decent list of various vulkan libraries and projects. https://github.com/vinjn/awesome-vulkan
magnum
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Want to a 3D game without a game engine but not having to deal with opengl stuff ?
Magnum
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Good graphics engines to visualize my physics framework?
If you want something that gives you more control you could use magnum.
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100,000 subscriber celebration – Ask the Godot contributors anything!
Therefore, in terms of artist mindshare, Blender is the leading open source 3D creation program, but not the leading 3D creation program. I think Godot is already in a similar situation, and has been for a few years now. In comparison, most other open source game engines have focused on providing low-level functionality. These certainly fulfill a niche, but in my experience, most people want something that works at a higher level and comes with a built-in editor.
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Looking for a 2D/3D rendering layer for C++
Magnum is worth checking out.
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Simple light graphics library for c++?
Since you want something lightweight, I'll assume you mean the former. If that's the case, then checkout bgfx or Magnum. Magnum does include some extra features typically found in a graphics engine.
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Best C++ libraries for 2D game development
You could try Magnum it wraps SDL and others, but you might find it maybe too low-level. It's certainly not Love2D.
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Exceptions: Yes or No?
C++ is similar to C in that there are multiple "styles" of use that vary from project to project. Other, usually newer languages (C#, Python, Rust, etc) tend to have a stronger sense of what idioms should be used. Whereas, for instance, some C++ projects (like some GUI libraries and game/graphics engines) will partially/entirely replace the STL (and older ones may have been around before C++ had a standard library aside from C's), or forbid the use of certain C++ features (example).
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What is a good absolutely minimalist game/rendering engine?
Magnum Graphics
- C++ Game Engine - Which framework?
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Magnum: Lightweight, modular C++11 graphics middleware for games/visualization
> He has Vulkan support in here with a clearly marked file named Pipeline.cpp. The guy knows what a pipeline is...
There is a Vulkan API wrapper. However, there is no "Vk Renderer" -- no code seems to use the Vulkan parts of the code system, and the two projects seem unrelated.
> * Is this not a UBO interface?
There are ways of making a uniform buffer, however the examples don't cover them and the API doesn't adapt automatically. See how all of the setters assert if UBOs are enabled.
https://github.com/mosra/magnum/blob/cfc02599e54e02337dd56bb...
> * I don't see why you think there's limited support for multiple framebuffers...?
The code I do see is about binding/unbinding framebuffers in a stateful manner, e.g. AbstractFramebuffer::bind(), rather than supporting passes.
> None of your criticism seem well intentioned. It might behoove you to give people the benefit of the doubt and realize that you may be able to learn something from them, even if they're so clearly inferior to you.
To put it simply, I've taught enough graphics to know first-hand the kinds of misconceptions that OpenGL-styled APIs can cause, and I'm just a bit tired to see it continue. Admittedly I was a bit harsh, I don't mean any harm towards the author. There are just graphics APIs with interfaces I consider to be much better designed.
What are some alternatives?
waifu2x-ncnn-vulkan - waifu2x converter ncnn version, runs fast on intel / amd / nvidia / apple-silicon GPU with vulkan
bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.
vk-bootstrap - Vulkan Bootstrapping Iibrary
Ogre 3D - scene-oriented, flexible 3D engine (C++, Python, C#, Java)
Guide-to-Modern-OpenGL-Functions - A guide to using modern OpenGL functions.
OpenSceneGraph - OpenSceneGraph git repository
Vulkan-Guide - One stop shop for getting started with the Vulkan API
GLFW - A multi-platform library for OpenGL, OpenGL ES, Vulkan, window and input
NBMiner - GPU Miner for ETH, RVN, BEAM, CFX, ZIL, AE, ERGO
Cinder - Cinder is a community-developed, free and open source library for professional-quality creative coding in C++.
urho3d - Game engine
Open-Source Vulkan C++ API - Open-Source Vulkan C++ API