compose-samples
filament
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compose-samples | filament | |
---|---|---|
101 | 27 | |
18,713 | 17,083 | |
1.8% | 1.2% | |
9.0 | 9.8 | |
6 days ago | 1 day ago | |
Kotlin | C++ | |
Apache License 2.0 | Apache License 2.0 |
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.
compose-samples
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Jetpack Compose Mastery Part 2: Advanced Tools and Resources for Mastering Compose UI
The official documentation provides a comprehensive guide on the basics of Jetpack Compose, components, layouts, theming, and more advanced topics.
- Jetpack Compose UI App Development Toolkit
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How the new Threads app is made
Apparently Jetpack Compose is an Android copy of SwiftUI?
https://developer.android.com/jetpack/compose
Only two HN threads with comments: https://hn.algolia.com/?q=jetpack+compose
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Adaptive layouts in jetpack compose
If you want to take a look at code, we have the Jetnews sample app that support different screen sizes. And Jetcaster also implements features such as table top mode.
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Customizable calendar for Jetpack Compose with option to add app specific dates etc.
check this out : https://github.com/android/compose-samples/tree/main/Crane
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Seeking Guidance: How should I learn Android Dev
So I would say that instead if learning everything from Android SDK, you should just set a goal to create some app. Learn about Activities, their lifecycle, layouts (or Compose if you want to be more up to date). Try to implement your app based on this. Then improve your app using Fragments and their lifecycle. If you truly want to understand Views, which are essentially the building blocks of Android UI then I would recommend implementing your own custom View, which will have completely custom look - it is cool thing to try and you will learn how it all works inside.
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New App structure/template to follow?
The compose samples by Google are a good reference to look into: https://github.com/android/compose-samples
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Let's create notification reminder app in Jetpack Compose.
Basic understanding of Jetpack Compose.
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Architecture Help
The compose-samples repo has a comprehensive list of samples ranging from low to complex projects which might be worth a look.
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Android development beginner.
For instance, there is a link to this repository, that contains all sorts of samples, that are up to date and ready to use. That's cutting edge, which is a recommended start.
filament
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Filament – A Language for Fearless Hardware Design
Also: Filament is a real-time physically-based renderer written in C++. It is mobile-first, but also multi-platform.
https://google.github.io/filament/
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Looking for resources / mentor
Also beginner here, I think you can learn other's codes to get a better understanding of the API by learning how others can abstract these concept into higher level. They're many great projects out there like Google's pbr renderer filament https://github.com/google/filament, AMD's gltf sample https://github.com/GPUOpen-LibrariesAndSDKs/glTFSample and also as many suggested, the Sascha Willems's repos https://github.com/SaschaWillems and the official sample https://github.com/KhronosGroup/Vulkan-Samples
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Flutter and Apple Vision Pro
In the Flame discussions page, there is a request for 3D, and Flame developers write that they will be happy to start working on support once when Impeller is stable on most major platforms. So what can the community do? 1) Create discussion topics, just like these posts. Or in other discussion forums. 2) Learn about Impeller, Filament, Flame, and Flutter and be willing to contribute to their development. 3) Join Flame now and try to do something or contribute. 4) Study the implementation of Flutter 3D, and try to do something together with ARCore or ARKit plugins.
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Appleseed – open-source, physically-based global illumination rendering engine
Anyone know much about how this compares to Filament by Google?
https://github.com/google/filament
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Searching for Reliable Cross-Platform Rendering Framework (C/C++)
Have you tried Filament? https://google.github.io/filament/
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What is this C++ trick called? It looks a bit like PIMPL.
I was looking through the Google Filament repo and I noticed that the classes in include/filament use a trick I haven't seen before that hide implementation details similar to PIMPL.
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Why aren't there constantly more shading languages popping up all the time like other languages?
There are a handful of other examples out there of high-level shading languages - Cg (long deprecated), whatever Filament Material system uses (example), and various GLSL preprocessors (example).
- Fence callback system
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OpenGL displays the color of an image different from the system color profile;
I'm loading a texture using OpenGL enjoy this glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, texture.width, texture.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, texture.pixels.data()); The issue is that the color of the image looks different from the one I see when I open the file on the system image viewer. On the screenshot you can see the yellow on the face displayed on the system image viewer has the color #FEDE57 but the one that is displayed in the OpenGL window is #FEE262 Is there any flag or format I could use to match the same color calibration? Displaying this same image as a Vulkan texture looks fine, so I can discard there is not an issue in how I load the image data. [EDIT] In the end it seems likethe framebuffer in OpenGL doesn't gets color corrected, so you have to tell the OS to do it for you #include void prepareNativeWindow(SDL_Window *sdlWindow) { SDL_SysWMinfo wmi; SDL_VERSION(&wmi.version); SDL_GetWindowWMInfo(sdlWindow, &wmi); NSWindow *win = wmi.info.cocoa.window; [win setColorSpace:[NSColorSpace sRGBColorSpace]]; } I found this solution here https://github.com/google/filament/blob/main/libs/filamentapp/src/NativeWindowHelperCocoa.mm https://preview.redd.it/2td3rs19p4f71.jpg?width=1476&format=pjpg&auto=webp&s=454d4e554d47e3a4e11a16c938304f1125ed7622
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Weird Vulkan Bug
I found this issue on github https://github.com/google/filament/pull/3190/files
What are some alternatives?
MPAndroidChart - A powerful 🚀 Android chart view / graph view library, supporting line- bar- pie- radar- bubble- and candlestick charts as well as scaling, panning and animations.
android-3D-model-viewer - Android OpenGL 2.0 application to view 3D models. Published on Play Store
Flutter - Flutter makes it easy and fast to build beautiful apps for mobile and beyond
THREE.js-PathTracing-Renderer - Real-time PathTracing with global illumination and progressive rendering, all on top of the Three.js WebGL framework. Click here for Live Demo: https://erichlof.github.io/THREE.js-PathTracing-Renderer/Geometry_Showcase.html
MVICore - MVI framework with events, time-travel, and more
The-Forge - The Forge Cross-Platform Rendering Framework PC Windows, Steamdeck (native), Ray Tracing, macOS / iOS, Android, XBOX, PS4, PS5, Switch, Quest 2
android-mvvm-dagger-rxjava-retrofit - A sample project which demostrate use of MVVM and Dagger 2 with RxJava2 along with Retrofit
rust-skia - Rust Bindings for the Skia Graphics Library
Decompose - Kotlin Multiplatform lifecycle-aware business logic components (aka BLoCs) with routing (navigation) and pluggable UI (Jetpack Compose, SwiftUI, JS React, etc.)
OpenSceneGraph - OpenSceneGraph git repository
molecule - Build a StateFlow stream using Jetpack Compose
ogre-next - aka ogre v2 - scene-oriented, flexible 3D C++ engine