crosscore_dev
raylib-wasm-example
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crosscore_dev | raylib-wasm-example | |
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3 | 1 | |
13 | 11 | |
- | - | |
8.4 | 2.7 | |
about 1 month ago | 5 months ago | |
C++ | HTML | |
MIT License | - |
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crosscore_dev
- Building a Web Game in C with Raylib
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How to export Maya files to WebGL.
Alternatively you can write a script or plugin to save what you need from inside Maya scene. It's a bit of code, as an example of this approach here is a set of Houdini export scripts that I'm using for my own projects: https://github.com/schaban/crosscore_dev/tree/main/exp What you're getting from this approach is that data is represented in convenient way, and in many cases you don't need any preprocessing or special run-time representation to use the data (for example XCOL format for collision geometry in the scripts above already has BVH structure already baked-in to speed-up collision queries, you don't need to generate it upon loading, dynamic allocations are minimized etc.).
- Simple WebGL-compatible OGL renderer
raylib-wasm-example
What are some alternatives?
ascii-graphics - 3D graphics in the terminal using ASCII characters
sokol-samples - Sample code for https://github.com/floooh/sokol
OpenSceneGraph - OpenSceneGraph git repository
3d-game-shaders-for-beginners - 🎮 A step-by-step guide to implementing SSAO, depth of field, lighting, normal mapping, and more for your 3D game.
ShaderConductor - ShaderConductor is a tool designed for cross-compiling HLSL to other shading languages
HybridRenderingEngine - Clustered Forward/Deferred renderer with Physically Based Shading, Image Based Lighting and a whole lot of OpenGL.
magnum-examples - Examples for the Magnum C++11 graphics engine
filament - Filament is a real-time physically based rendering engine for Android, iOS, Windows, Linux, macOS, and WebGL2
rgl - rgl is a 3D visualization system based on OpenGL. It provides a medium to high level interface for use in R, currently modelled on classic R graphics, with extensions to allow for interaction.