choosealicense.com
3DWorld
choosealicense.com | 3DWorld | |
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3 | 54 | |
3,551 | 1,063 | |
0.7% | - | |
7.6 | 9.9 | |
3 days ago | 6 days ago | |
Ruby | C++ | |
MIT License | GNU General Public License v3.0 only |
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.
choosealicense.com
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A handy guide to financial support for open source
I recently switched a couple of my projects to non-commercial:
https://polyformproject.org/licenses/noncommercial/1.0.0
I would recommend it to anyone, but it does have some drawbacks. Notably, GitHub and the Go programming language refuse to support it:
https://github.com/github/choosealicense.com/issues/1015
https://github.com/golang/go/issues/54683
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How to pay your rent with your open source project
> License the source explicitly for non commercial use only
Sadly, GitHub support for this doesn't really exist:
https://github.com/github/choosealicense.com/issues/1015
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Marching cubes implementation
I think he wants to know under what license you've released this code, in case anyone wants to use it. You can find a list of open source licenses here: https://opensource.org/licenses. Usually this licence is added in a LICENSE.md file in the github repo, see https://github.com/github/choosealicense.com/blob/gh-pages/LICENSE.md for example.
3DWorld
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Generating Master of Orion 2 like starmap
You mean you want to draw the individual stars themselves? It's likely just a texture, probably white so that it can be colored differently for each star. This is how I've done it. Try a Google image search for "flare texture". You can find some of the ones I used here (flare*.jpg): https://github.com/fegennari/3DWorld/tree/master/textures
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Map Generation by Diamond Square with Shading and Raycasted Shadows.
I remember it being called "wave surfing", where you start at the current pixel and draw a line to the light source, checking the elevation vs. the altitude value of the line (Y or Z) at every step. I have the code in my mesh_shadow_gen class here: https://github.com/fegennari/3DWorld/blob/master/src/visibility.cpp
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How to manage a buffer containing objects of varying size? For sparse chunk loading/unloading
This all sounds complex, but the system can be made to work well. I've written something similar myself, except with VBOs rather than SSBOs. My code can be found in these two files: https://github.com/fegennari/3DWorld/blob/master/src/buildings.h
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Procedurally Generated Spider Model and Animation
C++ code for drawing spiders can be found in my GitHub project, in the spider_draw_t class: https://github.com/fegennari/3DWorld/blob/master/src/building_animal_draw.cpp
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Procedurally generated 8km Octree Terrain using Compute Shaders and WGPU (Rust)
Filling the cracks properly generally gives better performance and fewer drawing artifacts compared to skirts. If you use indexed triangles and set them up in neat rows and columns, it's pretty easy to get right. No lookup tables or big switch cases, and it works with any number of LODs. See the crack_ibuf_t code starting around like 1800 here: https://github.com/fegennari/3DWorld/blob/master/src/tiled_mesh.cpp
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Pixel planets with Pygame and OpenSimplex
I wrote a planet name generator that combines multi-character combinations. It may not do as good as a proper Markov Chain, but may produce names that sound better than your simple approach. If you're interested, the code can be found here: https://github.com/fegennari/3DWorld/blob/master/src/Universe_name.cpp
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Reusing vertices while using marching cubes/tetrahedra
The code for this is in my voxel_manager::add_triangles_for_voxel() on line 497 here: https://github.com/fegennari/3DWorld/blob/master/src/voxels.cpp
- Memory Management for infinite procedural generation algorithm (please help me I beg)
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Best approach to render a lot of text.
Thanks. Yes, I was looking at this. The problem is that the texture atlases are in a different format than the ones I currently use. The MSDF versions don't have all of the ASCII characters and some characters have a different number of pixels. So it's not a drop in replacement for my system, which is using texture atlases like this: https://github.com/fegennari/3DWorld/blob/master/textures/atlas/text_atlas.png
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Rigid Body Physics with rotation question
I have some code for this here, but it's part of a large project and not easy to read/understand: https://github.com/fegennari/3DWorld/blob/master/src/free_obj.cpp
What are some alternatives?
awesome-oss-monetization - 🏆 A curated list of monetization approaches for open-source software. Feedback welcome!
tinygltf - Header only C++11 tiny glTF 2.0 library
Marching-cubes-cpp - Compute shader implementation of the marching cubes algorithm in C++
FastNoise - Fast Portable Noise Library - C# C++ C Java HLSL GLSL JavaScript Rust Go
go - The Go programming language
single_file_libs - List of single-file C/C++ libraries.
You-Dont-Know-JS - A book series on JavaScript. @YDKJS on twitter.
MarkovNameGenerator - :black_nib: Markov process-based procedural name and word generator demo
lemonade-stand - A handy guide to financial support for open source
PolyWorld - A world generator that is based on Voronoi diagrams
jekyll-chatgpt - Display and navigate branching ChatGPT conversations in your Jekyll website
Cities - Procedural city & road placement