crosscore_dev
sokol-samples
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crosscore_dev | sokol-samples | |
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3 | 8 | |
13 | 547 | |
- | - | |
8.4 | 9.1 | |
about 1 month ago | 6 days ago | |
C++ | C | |
MIT License | 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
sokol-samples
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Zig cookbook: collection of simple Zig programs that demonstrate good practices
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
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Building a Web Game in C with Raylib
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/... ).
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Learn WebGPU
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)
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Next C compiler is a D compiler: Introducing DMD's ImportC
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
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Learning that you can use unions in C for grouping things into namespaces
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)
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Nuklear: A cross-platform GUI library in C
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...
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Making Win32 APIs More Accessible to More Languages
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?
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.