bgfx
sol2
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bgfx | sol2 | |
---|---|---|
71 | 20 | |
14,306 | 3,956 | |
- | - | |
9.3 | 3.5 | |
4 days ago | 10 days ago | |
C++ | C++ | |
BSD 2-clause "Simplified" License | MIT License |
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))
sol2
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Any tips for how to make moddable games?
As someone said, make the game data-driven is a good first step but I will say, also have some sort of way to add additional game logic. For C++ games, lua is really easy to embed the interpreter in your C++ binary, read in the files from a directory (like /mods) with the C++ filesystem api new in C++17, and it's very easy to use SoL to write an API for lua specific to your game. Many games use lua in this way and it's probably the most common mod path setup.
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Script Interoperability
I've only ever done this from C++, but it's using the same lua C library, so should be durable from C as well. You can look up how sol2 or any other wrapper libraries do it.
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Need help trying to embed lua in c++
Consider sol2
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CBN Changelog: December 3, 2022. Improved LUA support in progress!
This version relies on a Lua C++ wrapper called sol2 to hide Lua stack management from the developer, so creating new bindings can be done by adding a few lines of human-readable C++. It still has to be done manually, but at least sol2 is able to automatically figure out types of objects being bound, so it's not much different from our de-/serialization code.
- RTS programming game where you write real C++ code to control your player.
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why?
Here's an example: sol2
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Tools for rolling your own engine
Here is link number 2 - Previous text "Sol"
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Storing pointers to C++ data in Lua in a type-safe-ish manner that are comparable on the Lua side.
Have you considered using sol2? https://github.com/ThePhD/sol2 Or if you don't want to switch over, you can at least look at their code and see how they handle this.
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jluna: a new Julia <-> C++ Wrapper
It is half of a pun as I was inspired by [sol3](https://github.com/ThePhD/sol2) which is a lua <-> c++ wrapper. Sol means sun and the julia c-api prefixes all it's functions with jl, luna means moon so it is pronounced "jay luna"
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A new C++ <-> Julia Wrapper: jluna
If you want to be portable I'd recommend C++ and Lua, I used those for years and it runs on everything and there's this most amazing wrapper API which was a huge inspiration
What are some alternatives?
GLFW - A multi-platform library for OpenGL, OpenGL ES, Vulkan, window and input
Lua - Lua is a powerful, efficient, lightweight, embeddable scripting language. It supports procedural programming, object-oriented programming, functional programming, data-driven programming, and data description.
DiligentEngine - A modern cross-platform low-level graphics library and rendering framework
ChaiScript - Embedded Scripting Language Designed for C++
magnum - Lightweight and modular C++11 graphics middleware for games and data visualization
pybind11 - Seamless operability between C++11 and Python
Ogre 3D - scene-oriented, flexible 3D engine (C++, Python, C#, Java)
SWIG - SWIG is a software development tool that connects programs written in C and C++ with a variety of high-level programming languages.
sokol - minimal cross-platform standalone C headers
Wren - The Wren Programming Language. Wren is a small, fast, class-based concurrent scripting language.
The-Forge - The Forge Cross-Platform Rendering Framework PC Windows, Steamdeck (native), Ray Tracing, macOS / iOS, Android, XBOX, PS4, PS5, Switch, Quest 2
V8 - The official mirror of the V8 Git repository