cute_headers
moongl
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cute_headers | moongl | |
---|---|---|
5 | 5 | |
4,076 | 114 | |
- | - | |
7.0 | 2.5 | |
about 1 month ago | 10 months ago | |
C | C | |
- | GNU General Public License v3.0 or later |
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.
cute_headers
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How many colors are too many colors for Windows Terminal?
- https://github.com/RandyGaul/cute_headers/blob/master/cute_s...
It's a simple and relatively straightforward approach that a sufficiently bright programmer would come up in their own while looking at the design constraints though, so overall I find it a bit meaningless to find the ultimate person for the "original idea".
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How does a Game Engine work? An Overview
The verdict for indie developers (not using Unity/Unreal) seems: just bite the bullet and buy FMOD (or Wwise or any of the popular proprietary audio engies).
I was actually searching for a good open-source audio library to use, and found out that my options aren't that good. SoLoud is a pain in the ass to install and integrate into an existing codebase, and OpenAL doesn't have any good implementations available (either proprietary or LGPL). I'm now just using a simple single-header audio library in cute_headers (https://github.com/RandyGaul/cute_headers/blob/master/cute_s...), but will probably switch to MiniAudio once the high-level API is finished (https://github.com/mackron/miniaudio/issues/196)
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[C++] A Free Open Source Colliders Library - Line, Circle, Box and Point
Thanks for the pure collision library share! As far as collision goes, decided to look up other libraries! 3D alternatives https://github.com/flexible-collision-library/fcl Alternatives to yours https://github.com/RandyGaul/cute_headers
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Looking for code only game engine
single header libraries (https://github.com/nothings/stb , https://github.com/RandyGaul/cute_headers , etc) can do some of the heavy lifting. I use stb for OGG and PNG decoding, also true type support, and maybe a few other things.
moongl
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Documentation for LuaGL
If you don't mind using software developed and maintained by an individual (myself), there's MoonGL together with a few other companion libraries. They are all documented and come with quite a few examples.
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Help me understand Lua game dev
If you want a proof of concept, check out this example. It is a port I made of the Breakout game from Joey de Vries' LearnOpenGL, using only binding libraries (no framework).
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What can i use to draw graphics with lua?
Bindings to OpenGL: https://github.com/stetre/moongl
What are some alternatives?
Craft - A simple Minecraft clone written in C using modern OpenGL (shaders).
gainput - Cross-platform C++ input library supporting gamepads, keyboard, mouse, touch
bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.
luasdl2 - A pure C binding of SDL 2.0 for Lua 5.1, Lua 5.2, and LuaJIT.
MangoHud - A Vulkan and OpenGL overlay for monitoring FPS, temperatures, CPU/GPU load and more. Discord: https://discordapp.com/invite/Gj5YmBb
FCL - Flexible Collision Library
SDLPoP - An open-source port of Prince of Persia, based on the disassembly of the DOS version.
cstore_fdw - Columnar storage extension for Postgres built as a foreign data wrapper. Check out https://github.com/citusdata/citus for a modernized columnar storage implementation built as a table access method.
freetype-gl - OpenGL text using one vertex buffer, one texture and FreeType
miniaudio - Audio playback and capture library written in C, in a single source file.
The-Forge - The Forge Cross-Platform Rendering Framework PC Windows, Steamdeck (native), Ray Tracing, macOS / iOS, Android, XBOX, PS4, PS5, Switch, Quest 2