Experimental Boost.DI
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Experimental Boost.DI | stb | |
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8 | 164 | |
1,103 | 25,071 | |
2.3% | - | |
3.5 | 6.7 | |
18 days ago | 14 days ago | |
C++ | C | |
- | GNU General Public License v3.0 or later |
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Experimental Boost.DI
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What are some cool modern libraries you enjoy using?
I love: https://github.com/boost-ext/di for dependency injection
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[C++20] New way of meta-programming?
https://github.com/boost-ext/di (To detect constructor parameters and inject dependencies without runtime dispatch)
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Dependency injection
I was looking to try boost.di for some time, looks nice. https://boost-ext.github.io/di/
- Dependency injection with c++
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Architecture of a Qt application
Things like Dependency Injection/Inversion are a little more cumbersome in C++ but certainly can be done, and I believe there's libraries for that as well (found a couple searching around, like fruit and boost-ext di ).
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Jodd – The Unbearable Lightness of Java
Dependency injection does not have to be dynamic, it can totally be done at compile time. Boost DI is an example: https://boost-ext.github.io/di/
- DI in c++ hurt by lack of good libraries?
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Top five C/C++ things/tips/tricks you wish you had known earlier and are now used very often
Funny you mention dependency injection, proposed Boost.DI shall be up for Boost peer review probably in March. https://boost-ext.github.io/di/
stb
- Lessons learned about how to make a header-file library (2013)
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Nebula is an open-source and free-to-use modern C++ game engine
Have you considered not using an engine at all, in favor of libraries? There are many amazing libraries I've used for game development - all in C/C++ - that you can piece together:
* General: [stb](https://github.com/nothings/stb)
- STB: Single-file public domain libraries for C/C++
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Writing a TrueType font renderer
Great to see more accessible references on font internals. I have dabbled on this a bit last year and managed to have a parser and render the points of a glyph's contour (I stopped before Bezier and shape filling stuff). I still have not considered hinting, so it's nice that it's covered. What helped me was an article from the Handmade Network [1] and the source of stb_truetype [2] (also used in Dear ImGUI).
[1] https://handmade.network/forums/articles/t/7330-implementing....
[2] https://github.com/nothings/stb/blob/master/stb_truetype.h
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Capturing the WebGPU Ecosystem
So I read through the materials on mesh shaders and work graphs and looked at sample code. These won't really work (see below). As I implied previously, it's best to research/discuss these sort of matters with professional graphics programmers who have experience actually using the technologies under consideration.
So for the sake of future web searchers who discover this thread: there are only two proven ways to efficiently draw thousands of unique textures of different sizes with a single draw call that are actually used by experienced graphics programmers in production code as of 2023.
Proven method #1: Pack these thousands of textures into a texture atlas.
Proven method #2: Use bindless resources, which is still fairly bleeding edge, and will require fallback to atlases if targeting the PC instead of only high end console (Xbox Series S|X...).
Mesh shaders by themselves won't work: These have similar texture access limitations to the old geometry/tessellation stage they improve upon. A limited, fixed number of textures still must be bound before each draw call (say, 16 or 32 textures, not 1000s), unless bindless resources are used. So mesh shaders must be used with an atlas or with bindless resources.
Work graphs by themselves won't work: This feature is bleeding edge shader model 6.8 whereas bindless resources are SM 6.6. (Xbox Series X|S might top out at SM 6.7, I can't find an authoritative answer.) It looks like work graphs might only work well on nVidia GPUs and won't work well on Intel GPUs anytime soon (but, again, I'm not knowledgeable enough to say this authoritatively). Furthermore, this feature may have a hard dependency on using bindless to begin with. That is, I can't tell if one is allowed to execute a work graph that binds and unbinds individual texture resources. And if one could do such a thing, it would certainly be slower than using bindless. The cost of bindless is paid "up front" when the textures are uploaded.
Some programmers use Texture2DArray/GL_TEXTURE_2D_ARRAY as an alternative to atlases but two limitations are (1) the max array length (e.g. GL_MAX_ARRAY_TEXTURE_LAYERS) might only be 256 (e.g. for OpenGL 3.0), (2) all textures must be the same size.
Finally, for the sake of any web searcher who lands on this thread in the years to come, to pack an atlas well a good packing algorithm is needed. It's harder to pack triangles than rectangles but triangles use atlas memory more efficiently and a good triangle packing will outperform the fancy new bindless rendering. Some open source starting points for packing:
https://github.com/nothings/stb/blob/master/stb_rect_pack.h
https://github.com/ands/trianglepacker
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Www Which WASM Works
The STB headers are mostly built like that: https://github.com/nothings/stb
You could also add an optional 'convenience API' over the lower-level flexible-but-inconvenient core API, as long as core library can be compiled on its own.
In essence it's just a way to decouple the actually important library code from runtime environment details which might be better implemented outside the C/C++ stdlib.
It's already as simple as the stdlib IO functions not being asynchrononous while many operating systems provide more modern alternatives. For a specific type of library (such an image decoder) it's often better to delegate such details to the library user instead of circumventing the stdlib and talking directly to OS APIs.
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File for Divorce from LLVM
My stuff for instance:
https://github.com/floooh/sokol
...inspired by:
https://github.com/nothings/stb
But it's not so much about the build system, but requiring a separate C/C++ compiler toolchain (Rust needs this, Zig currently does not - unless the proposal is implemented).
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What C libraries do you use the most?
STB Libraries: https://github.com/nothings/stb
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[Noob Question] How do C programmers get around not having hash maps?
stb_ds is also very popular.
- Is there an existing multidimensional hash table implementation in C?
What are some alternatives?
kangaru - 🦘 A dependency injection container for C++11, C++14 and later
Vcpkg - C++ Library Manager for Windows, Linux, and MacOS
American Fuzzy Lop - american fuzzy lop - a security-oriented fuzzer
imgui-node-editor - Node Editor built using Dear ImGui
c-smart-pointers - Smart pointers for the (GNU) C programming language
ZXing - ZXing ("Zebra Crossing") barcode scanning library for Java, Android
gcc-poison - gcc-poison
freetype-gl - OpenGL text using one vertex buffer, one texture and FreeType
outcome - Provides very lightweight outcome<T> and result<T> (non-Boost edition)
ImageMagick - 🧙♂️ ImageMagick 7
C++ Format - A modern formatting library
Cppcheck - static analysis of C/C++ code