crosscore_dev VS sokol-samples

Compare crosscore_dev vs sokol-samples and see what are their differences.

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crosscore_dev sokol-samples
3 8
13 547
- -
8.4 9.1
about 1 month ago 6 days ago
C++ C
MIT License MIT License
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
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.

crosscore_dev

Posts with mentions or reviews of crosscore_dev. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2023-12-12.
  • Building a Web Game in C with Raylib
    4 projects | news.ycombinator.com | 12 Dec 2023
  • How to export Maya files to WebGL.
    1 project | /r/webgl | 31 Mar 2022
    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
    1 project | /r/webgl | 25 Jan 2022

sokol-samples

Posts with mentions or reviews of sokol-samples. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2024-01-01.
  • Zig cookbook: collection of simple Zig programs that demonstrate good practices
    6 projects | news.ycombinator.com | 1 Jan 2024
    Zig currently doesn't allow chained designators and also doesn't allow to partially initialize arrays and fill up the rest of the array with default values.

    E.g. the closest Zig equivalent to this C99 code:

    https://github.com/floooh/sokol-samples/blob/b3bc55c4411fa03...

    ...is this:

    https://github.com/floooh/sokol-zig/blob/a4b3c287fadd153a504...

    ...note how part of the initialization had to be moved out into "code".

    There's a ticket about this here, but it's currently not high-priority:

    https://github.com/ziglang/zig/issues/6068

  • Building a Web Game in C with Raylib
    4 projects | news.ycombinator.com | 12 Dec 2023
    This is a simple Pong-like I've written in Raylib compiled to WASM - https://wasm-stuff.netlify.app/pong

    Source code is here: https://github.com/rrampage/skitter/tree/master/pong-raylib

    It is fairly straightforward to get Raylib running in the browser. I used @flohofwoe's HTML shell file ( https://github.com/floooh/sokol-samples/blob/master/webpage/... ).

  • Learn WebGPU
    9 projects | news.ycombinator.com | 27 Apr 2023
    PS: also if shader functions could be directly defined "inline" in regular CPU code (and behind a special function pointer type), there would be no need for string literal shenanigans like this:

    https://github.com/floooh/sokol-samples/blob/3f10c1a0620cec9...

    (and shader compilation would happen during the regular build and would also generate regular compiler errors - with current toolchains that's only possible with a lot of build system magic)

  • Next C compiler is a D compiler: Introducing DMD's ImportC
    3 projects | news.ycombinator.com | 2 Nov 2022
    I think something along those lines (rarely used...) was also given by the C++ Committee as justification why so much of the C99 designated init feature set was left out of C++20. But in reality, all C99 designated-init 'sub-features' complement each other nicely once you start using them. It's a great way for building 'data-driven' APIs.

    For instance check out this call to create a 3D-API pipeline-state-object in C99:

    https://github.com/floooh/sokol-samples/blob/ad9047e228a8441...

  • C in Web Dev
    5 projects | /r/C_Programming | 4 Dec 2021
  • Learning that you can use unions in C for grouping things into namespaces
    1 project | news.ycombinator.com | 1 Aug 2021
    I'm using anonymous nested structs extensively for grouping struct items, but I consider the extra field name a feature, not something that should be hidden:

    https://github.com/floooh/sokol-samples/blob/bfb30ea00b5948f...

    (also note the 'inplace initialization' which follows the state struct definition using C99's designated initialization)

  • Nuklear: A cross-platform GUI library in C
    8 projects | news.ycombinator.com | 21 Feb 2021
    It's an STB-style single-file library, which means the implementation is in a separate ifdef-block from the interface declarations, this allows to compile the implemenentation in a separate source file (which can be a C file), and be used in different source files (which can be C++ files).

    For example (using stb_image.h):

    https://github.com/floooh/sokol-samples/blob/master/libs/stb...

  • Making Win32 APIs More Accessible to More Languages
    6 projects | news.ycombinator.com | 23 Jan 2021
    C99 has made all that a lot easier, you can setup, initialize a struct and call the function taking a pointer to that struct all in one call:

    https://github.com/floooh/sokol-samples/blob/89f5825ab5d3690...

    The Win32 window system functions and D3D11 are actually very convenient to work with in C99, better than C++ actually.

What are some alternatives?

When comparing crosscore_dev and sokol-samples you can also consider the following projects:

ascii-graphics - 3D graphics in the terminal using ASCII characters

sokol-zig - Zig bindings for the sokol headers (https://github.com/floooh/sokol)

OpenSceneGraph - OpenSceneGraph git repository

NanoGUI - Minimalistic GUI library for OpenGL

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.

imgui - Dear ImGui: Bloat-free Graphical User interface for C++ with minimal dependencies

ShaderConductor - ShaderConductor is a tool designed for cross-compiling HLSL to other shading languages

libev - Full-featured high-performance event loop loosely modelled after libevent

HybridRenderingEngine - Clustered Forward/Deferred renderer with Physically Based Shading, Image Based Lighting and a whole lot of OpenGL.

nuklear - A single-header ANSI C immediate mode cross-platform GUI library

magnum-examples - Examples for the Magnum C++11 graphics engine

ArrayFire - ArrayFire: a general purpose GPU library.