bgfx
magnum
Our great sponsors
- Sonar - Write Clean C++ Code. Always.
- ONLYOFFICE ONLYOFFICE Docs — document collaboration in your environment
- InfluxDB - Access the most powerful time series database as a service
- CodiumAI - TestGPT | Generating meaningful tests for busy devs
bgfx | magnum | |
---|---|---|
63 | 22 | |
13,037 | 4,407 | |
- | - | |
8.7 | 9.8 | |
6 days ago | 6 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
-
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).
-
The update we all want but will never get
my guess for why renderdragon made performance worse is because old bedrock was built on bgfx which is a layer of abstraction ontop of a bunch of graphics apis which benefits the programmer because they can write the graphics code once and use it on a bunch of graphics apis (just like java! i heart cross compatibility)
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))
-
GUI frameworks for an SDL-based roguelike?
We use a lot of software used by big companies. :) Git and C++ come to mind. But as far I see on their software list there are one or two roguelikes. Also, bgfx uses ImGUI under the hood, so it is a good place to see how it can look or even use it instead of just ImGUI.
-
Best C++ Game Framework
I think if you're not going to use an existing game engine, it makes sense to learn OpenGL and implement things yourself, or use something with the explicit goal of being a rendering abstraction like bgfx. It's more of a time commitment though, and sfml is much simpler and easier to get started with.
-
minimax — minimalist 3D game engine in Clojure
The "engine" is built on top of amazing https://www.lwjgl.org/ and https://github.com/bkaradzic/bgfx/, and UI system is baked by https://github.com/memononen/nanovg and https://github.com/facebook/yoga
-
Just found out about Zig and wonder what would be the best graphics library to pair with it?
If you want juste a renderer, you can use BGFX, there is a zig binding that is not a third party.
-
Cross platform low level graphics API suitable for game development?
Take a look at BGFX, sounds like its what you want. Its a cross platform graphics API that is low level like metal or opengl, however it treats opengl, metal, vulkan, etc as backends that u can compile to so you can write your code once and then compile to macos using metal as the backend, compile to web using webgl as the backend, compile for windows using directx as the backend etc etc. Its written in C++ but it has officially supported C bindings so you can use it with C no problem.
-
rayllib vs bgfx - what is difference ?
bgfx:https://github.com/bkaradzic/bgfx
-
Want to a 3D game without a game engine but not having to deal with opengl stuff ?
BGFX
magnum
-
Want to a 3D game without a game engine but not having to deal with opengl stuff ?
Magnum
-
Good graphics engines to visualize my physics framework?
If you want something that gives you more control you could use magnum.
-
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.
-
Looking for a 2D/3D rendering layer for C++
Magnum is worth checking out.
-
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.
-
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.
-
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).
-
What is a good absolutely minimalist game/rendering engine?
Magnum Graphics
-
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?
GLFW - A multi-platform library for OpenGL, OpenGL ES, Vulkan, window and input
Ogre 3D - scene-oriented, flexible 3D engine (C++, Python, C#, Java)
DiligentEngine - A modern cross-platform low-level graphics library and rendering framework
The-Forge - The Forge Cross-Platform Rendering Framework PC Windows, Linux, Ray Tracing, macOS / iOS, Android, XBOX, PS4, PS5, Switch, Quest 2
sokol - minimal cross-platform standalone C headers
Skia - Skia is a complete 2D graphic library for drawing Text, Geometries, and Images.
raylib - A simple and easy-to-use library to enjoy videogames programming
urho3d - Game engine
OpenSceneGraph - OpenSceneGraph git repository
vulkan-guide - Introductory guide to vulkan.
wgpu - Safe and portable GPU abstraction in Rust, implementing WebGPU API.