bgfx
GLM
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bgfx | GLM | |
---|---|---|
71 | 36 | |
14,292 | 8,653 | |
- | 2.0% | |
9.3 | 9.0 | |
1 day ago | 3 days ago | |
C++ | C++ | |
BSD 2-clause "Simplified" License | GNU General Public License v3.0 or later |
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.
bgfx
- WebKit Switching to Skia for 2D Graphics Rendering
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Is it possible and realistic to learn independent of an API?
Sort of, I'd recommend a modern higher level API. I'm not sure what the current recommended ones are (probably bgfx), but assuming the wrapper is "low level enough", then the concepts you learn are still going to apply.
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Ask HN: Released games built on FOSS engines?
https://github.com/bkaradzic/bgfx for just that FOSS intermediate rendering library (includes Minecraft)
- Valve Says Counter-Strike 2 for macOS Not Happening, There Aren't Enough Players
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The Ultimate Cross-Platform Rendering Engine?
BGFX: Pretty mature and easy to use with many backends.
- Cairo – Open-Source 2D Graphics Layer/API with Fonts and Many Back-Ends
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Best graphics libraries for game development that are compatible with Apple Metal API?
bgfx. I have not used it, but I have heard good things about it.
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LWJGL = SFML vs Allegro vs SDL vs Ogre vs ???
There's kind of a lack of this for C++ in 3D, I think it's often due to the necessity of a secondary scripting language in game engines with C++, which isn't necessarily needed in Java or C#. SFML is like that (but also 2D), Godot is similar (but more geared towards 2D). Ogre3D is an actual engine like I mentioned earlier, not sure how easy it is to use. Cocos2d is higher level, but is also 2D only. I'm not fond of SDL, it feels like a windowing library with slow old school immediate mode stuff attached, so it ends up not being good at the rest of the tacked on things. SDL is popular as a windowing library, and it's why you see it used everywhere (but the most notable uses of it aren't using their drawing capabilities), I often see bgfx thrown around, and for you it might be a good choice, though I have no experience with it.
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Is it a crazy idea to create a 3D operating system?
Another route could be using an abstraction over Vulkan (faster, more efficient, more difficult): bgfx, dawn, magma, or wgpu (Rust).
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The update we all want but will never get
now, java is actually quite a performant language and even if its not most of the performance bugs in mc are due to it being single threaded, inefficient chunk generation and optimizing, and it built ontop of opengl WHICH isn't much of a performance hit but its still ehh idk it doesn't matter that much (NOW SWITCHING THE GAME TO AN ENTIRELY DIFFERENT GRAPHICS API WOULD SUCK ASS TO DO (and vulkan is quite verbose :))) (AND also bgfx would probably be better due to it being an abstraction layer ontop of all the graphics apis so minecraft could target many depending on your platform (and also bedrock used to (or still does i dont know) use bgfx before they switched to just two (IF IM READING MC WIKI RIGHT BECAUSE IM NOT ENTIRELY SURE IF THEY USE BGFX STILL ?? SO THEY COULD STILL BE TARGETING MULTIPLE YET THEY JUST WROTE THEIR NEW SHIT BAD IDK))
GLM
- Release of GLM 1.0.0
- C++23: The Next C++ Standard
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What files from glm's github do I need to add to my emscripten project?
I am a greenhorn at graphics programming. I just made an app in OpenGL with C++ that I now need to change over to a browser app with WebGL. WebGL looks pretty cool but since my app does a lot of calculations I assumed I should keep the heavier calculating parts in C++ with emscripten ( which I am also just learning ). So looking at it, it just looks like glm is the only library I seriously need for my c++ code and that seems pretty cool because it is a header only app it says. But in the github there are a lot of folders and files so I am not sure which are indispensable or not. Any advice?
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What is a file with the .i.hh extension such as myfile.i.hh used for in a C++ project?
GLM does it quite well, it has core includes then a detail folder with all the inl files that get added. https://github.com/g-truc/glm
- [Opengl] Aide: compilation et installation de GLFW
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Porting to metal?
I once ported an OpenGL code base over to Metal. For me, it was essential to do as much code sharing as possible. Because I was using the GLM library in that code base and generally found that library very useful I wanted to know whether I can use GLM with Metal. I had to do some research but it turned out it works really well, see here
- Which is the best way to work with matrices and linear algebra using c++?
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Best C++ Game Framework
I would also recommend GLM
- PocketPy: A Lightweight(~5000 LOC) Python Implementation in C++17
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Learning DirectX 12 in 2023
Alongside MiniEngine, you’ll want to look into the DirectX Toolkit. This is a set of utilities by Microsoft that simplify graphics and game development. It contains libraries like DirectXMesh for parsing and optimizing meshes for DX12, or DirectXMath which handles 3D math operations like the OpenGL library glm. It also has utilities for gamepad input or sprite fonts. You can see a list of the headers here to get an idea of the features. You’ll definitely want to include this in your project if you don’t want to think about a lot of these solved problems (and don’t have to worry about cross-platform support).
What are some alternatives?
GLFW - A multi-platform library for OpenGL, OpenGL ES, Vulkan, window and input
Eigen
DiligentEngine - A modern cross-platform low-level graphics library and rendering framework
DirectXMath - DirectXMath is an all inline SIMD C++ linear algebra library for use in games and graphics apps
magnum - Lightweight and modular C++11 graphics middleware for games and data visualization
linmath.h - a lean linear math library, aimed at graphics programming. Supports vec3, vec4, mat4x4 and quaternions
Ogre 3D - scene-oriented, flexible 3D engine (C++, Python, C#, Java)
cglm - 📽 Highly Optimized 2D / 3D Graphics Math (glm) for C
sokol - minimal cross-platform standalone C headers
OpenBLAS - OpenBLAS is an optimized BLAS library based on GotoBLAS2 1.13 BSD version.
The-Forge - The Forge Cross-Platform Rendering Framework PC Windows, Steamdeck (native), Ray Tracing, macOS / iOS, Android, XBOX, PS4, PS5, Switch, Quest 2
blaze