axmol
The-Forge
axmol | The-Forge | |
---|---|---|
4 | 34 | |
678 | 4,471 | |
5.6% | 2.3% | |
9.9 | 6.9 | |
4 days ago | about 1 month ago | |
C++ | C++ | |
MIT License | Apache License 2.0 |
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axmol
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About Axmol Engine
Learn more about Axmol Engine in our Wiki
- axmol wiki
- axmol github
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What's your opinion on Axmol Engine (formerly Cocos2d-x)
Axmol is an active fork of the now unmaintained Cocos2d-x engine. I have used the latter in the past to develop mobile games, targeting both Android and iOS. During the development we also had a Linux and an OSX build, all with the same code base. I think this is one of the main thing I liked in this project: being able to target four platforms without putting a bunch of #if in my code.
The-Forge
- WebKit Switching to Skia for 2D Graphics Rendering
- Not only Unity...
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Ask HN: Released games built on FOSS engines?
Oh, I forgot a few major ones:
https://github.com/ConfettiFX/The-Forge was used in No Man's Sky, Hades and Starfield.
https://github.com/jrouwe/JoltPhysics is the physics engine in Horizon Forbidden West.
- The Forge 1.53: Steam Deck support, dropped EASTL containers, docking imgui
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How many semaphores do really I need?
To my understanding, every source I've read says that this should cause issues, but in practice it doesn't. What gives? Did I miss something? Here are multiple examples using the latter approach.
- So this is very likely BGS first game to use DX12
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Amnesia TDD HPL2 refactor
This is a toy project that I've been working on for the past few months. Essentially, I've rewritten all the rendering code for the engine using BGFX. This means that all the fixed function OpenGL 1.2 code has been removed from the engine. BGFX supports OpenGL 3.3 and DirectX11, but there are still some rendering artifacts with DirectX11, so the engine still uses OpenGL when running on Windows. I've been considering switching to The Forge (https://github.com/ConfettiFX/The-Forge) if I want to have more control over the rendering pipeline. However, this is a complex topic with significant implications for the codebase. I've already done the hard work of eliminating clumsy abstractions in the engine and simplifying the render pipeline, so it's just a matter of deciding what direction I want to take.
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Looking for a C++ 2D/3D rendering engine/api.
The-Forge might fit:
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Some information about the Creation Kit changes for Starfield.
So, I'm not sure if it is widely known, that Starfield is going to be running on a lot of "The Forge." The creators of The Forge says it was added to Creation Kit in 2019. This will open a LOT of new systems for Bethesda games.
- SoLoud - Game Audio Engine ที่ใช้งานง่าย (มาก) และ opensource สำหรับ C++
What are some alternatives?
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.
bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.
Wolf Engine - The Wolf is a comprehensive set of C/C++ open source libraries for realtime rendering, realtime streaming and game developing
DiligentEngine - A modern cross-platform low-level graphics library and rendering framework
jngl - Easy to use cross-platform 2D game library for C++
filament - Filament is a real-time physically based rendering engine for Android, iOS, Windows, Linux, macOS, and WebGL2
Veldrid - A low-level, portable graphics library for .NET.
jazz2-native - 🎮 · Jazz² Resurrection: Native C++ reimplementation of Jazz Jackrabbit 2
VulkanSceneGraph - Vulkan & C++17 based Scene Graph Project
HipremeEngine - Cross Platform D-Lang Game Engine with scripting support
ImGui.NET - An ImGui wrapper for .NET.