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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.
Tools for rolling your own engine
9 projects | reddit.com/r/gamedev | 16 May 2022
bgfx seems interesting if you aren't going to use SFML. Gets you rendering.
Are there any game engines or game frameworks that are simple to use and well documented? Anything with c++, python, kotlin, or java support will work. 2d is a must - have.
1 project | reddit.com/r/GameDevelopment | 10 May 2022
You can also check bgfx, although this is just a rendering library. (In their github they have a showcase of projects, game engines and games developed with it)
Feasibility of a GTK <-> Qt 'transpiler'?
1 project | reddit.com/r/cpp | 18 Apr 2022
And bgfx does it with graphics and ui.
What are the best software libraries which implement great abstractions (language agnostic)?
3 projects | reddit.com/r/learnprogramming | 6 Apr 2022
I know I've seen a few key graphics layer abstraction libraries, but I can't recall which ones are best, perhaps (I just saw) bgfx?
Do graphics companies ever use C or "C style C++"?
2 projects | reddit.com/r/GraphicsProgramming | 14 Mar 2022
BGFX is a somewhat popular cross-platform rendering library that is written in C-style C++ (the author calls it Orthodox C++ ).
The current state of GPU API's and why I wish V-EZ hadn't died.
9 projects | reddit.com/r/GraphicsProgramming | 11 Mar 2022
Da li u Srbiji , generalno prostoru balkana , ima "Ozbiljnih" Open source kreatora?
3 projects | reddit.com/r/programiranje | 10 Feb 2022
Ovaj lik ima srpsko ime, al ne znam dal je stvarno iz srbije, ima dosta veliki projekat iza sebe: https://bkaradzic.github.io/bgfx/overview.html
What would be most beneficial to learn to get back up to speed?
3 projects | reddit.com/r/GraphicsProgramming | 27 Dec 2021
Perhaps not quite what you're looking for, but I've had a reasonably good experience with bgfx. It's basically 1 level of abstraction above specific graphics APIs (GL, DirectX, etc). It is not a full game engine, just a rendering API.
BGFX DirectX11 "Failed to create vertex shader" over Windows 10x64, but works fine under Win7x86 with d3d9.
2 projects | reddit.com/r/GraphicsProgramming | 22 Nov 2021
Im using this lib for getting renderer API, on pretty old PC with win7x86 works pretty fine, but when Im trying to start it on Windows 10x64 with DirectX11(software) on DirectX10(hardware) it says the next thing:2 projects | reddit.com/r/GraphicsProgramming | 22 Nov 2021
You'll probably have more luck here: https://github.com/bkaradzic/bgfx/discussions
C++ Game Engine - Which framework?
1 project | reddit.com/r/cpp | 6 May 2022
Magnum: Lightweight, modular C++11 graphics middleware for games/visualization
6 projects | news.ycombinator.com | 23 Apr 2022
> 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.
> * 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.6 projects | news.ycombinator.com | 23 Apr 2022
Is there a C++-oriented platform that is similar to Three.js?
6 projects | reddit.com/r/opengl | 22 Apr 2022
I've not played with this one, but looks promising: Looking for an open-source library that gives you graphics abstraction and platform independence on major desktop, mobile and web platforms? Do you want it to have all the convenience utilities around yet stay small, powerful and not give up on flexibility? And it’s free to use, even for commercial purposes. https://magnum.graphics/
C++ graphic library that works well in Linux systems?
2 projects | reddit.com/r/cpp_questions | 14 Apr 2022
I have just started a project using the magnum graphics library and I’m finding it very enjoyable. It is easy to get started with, provides a lot of functionality and has good documentation/examples.
Graphics Engine Only ....
5 projects | reddit.com/r/gamedev | 7 Feb 2022
If you want to take some of the legwork out of the rendering, the Magnum framework is a pretty thin wrapper that provides some basic abstraction around the graphics API. Haven't used it for Vulkan before, but for GL it's pretty nice. It's C++ though. If you really want all this granular control anyways, why not just write in C++?
Game Engine From Scratch
4 projects | reddit.com/r/cpp | 17 Jan 2022
It's not a tutorial, but magnum is a modern C++11/14 graphic engine actively developed by a small team.
Game engines favouring a programming-heavy approach?
7 projects | reddit.com/r/gamedev | 5 Jan 2022
There are code-only engines like Urho3D, Monogame, etc. Unfortunately there aren't a ton of options, though, and in many cases it becomes worth it to just write games without an engine. Libraries like Magnum and EnTT can help reduce the legwork.
What to consider when trying to target Web + native platforms (Linux, Windows, macOS, Android, iOS) for a graphics project?
1 project | reddit.com/r/GraphicsProgramming | 13 Dec 2021
Doing all that in Rust might be too much to ask for; there are libraries like Magnum that make it pretty easy to support Windows/Linux/Android and Emscripten/WebAssembly, but I'm not sure you're going to find anything that's not in C++, and/or that works on mac.
Unified Shader Programming in C++
13 projects | news.ycombinator.com | 3 Oct 2021
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
sokol - minimal cross-platform standalone C headers
Skia - Skia is a complete 2D graphic library for drawing Text, Geometries, and Images.
The-Forge - The Forge Cross-Platform Rendering Framework PC Windows, Linux, Ray Tracing, macOS / iOS, Android, XBOX, PS4, PS5, Switch, Quest 2
urho3d - Cross-platform 2D and 3D game engine
raylib - A simple and easy-to-use library to enjoy videogames programming
OpenSceneGraph - OpenSceneGraph git repository
vulkan-guide - Introductory guide to vulkan.
sdl-bgfx-imgui-starter - A starter project for graphics applications using SDL, bgfx and Dear ImGui