manifold
Kha
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manifold | Kha | |
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19 | 14 | |
611 | 1,458 | |
- | 1.1% | |
9.0 | 8.5 | |
4 days ago | 10 days ago | |
C++ | C | |
Apache License 2.0 | zlib License |
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.
manifold
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PicoGK is a compact and robust geometry kernel for Computational Engineering
Small in a relative sense compared to some larger codebase.
Here's a bit on Manifold:
https://github.com/elalish/manifold/wiki/Manifold-Library
and the author's blog is interesting:
https://elalish.blogspot.com/search/label/Manifold
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3D and 2D: Testing out my cross-platform graphics engine
For cad kernels I highly recommend manifold https://github.com/elalish/manifold
- OpenSCAD Survey - What should be improved ?
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C++: The Most Important Complexities
Our project https://github.com/elalish/manifold made use of this to speed up mesh processing algorithms a lot.
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Text-to-CAD: Risks and Opportunities
Wondering why no BRep support means it is not a CAD. It seems that OpenVSP doesn't use BRep but uses parametric surface [1]. I wonder if mesh-based modeling + some constraints solving will get you a CAD, or are there other requirements that I don't know? I only work on mesh processing library on my free-time and I don't know much about BRep.
[1] https://github.com/elalish/manifold/discussions/549#discussi...
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My Unhealthy Relationship with Keyboards ⌨
Unhealthy relationship with keyboards? Comparing with the r/MechanicalKeyboards or r/ErgoMechKeyboards people this relationship is more like divorced...
I added python binding and ended up being on of the devs for https://github.com/elalish/manifold because OpenSCAD is too slow for my modeling (I am quite impatient). Optimizing my keyboard for months with more than 5 complete rebuilds to optimize my design (looks like this: https://i.redd.it/xtf0f54mt7ya1.jpg), and is afraid of open sourcing it because my code looks too bad :(
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OpenSCAD's Web Playground got upgraded (still Alpha)
Now much faster and more stable thanks to the Manifold engine (https://github.com/elalish/manifold): in fact it is often faster than the last stable desktop release from https://openscad.org/.
Also much better code completion, and ships with a few examples from the various bundled libraries to get you started.
- Manifold Geometry library for topological robustness
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When I place down a CSGPolygon3D in this shape (haven't tried other shapes) it always opens a portal to hell, and it's not just in the editor, it's in the game too. Does anyone know what I can do about this?
At the end, they gonna replace it with ( elalish manifold.
- Manifold New Geometry Kernel for OpenSCAD
Kha
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3D and 2D: Testing out my cross-platform graphics engine
I am glad people are working on it!!
Have you seen Kha by any chance? It has similar goals. I find it quite awesome, but it won't gain mass adoption for a bunch of reasons. https://github.com/Kode/Kha
Someone built an immediate mode renderer on top https://github.com/armory3d/zui, which is utilised by ArmorPaint https://armorpaint.org. I also use Zui for my own bespoke 2D game engine.
I find this tech and tooling really quite amazing (just look at how little source code Zui has) given just how small the ecosystem around it is. I think Kha really illustrates what can be achievable if the lower levels have robust but simple APIs, just exposing the bare minimum as a standard for others to build upon.
For the kind of project I work on (mostly 2d games), I think it would really awesome if your framework also supported low level audio, and a variety of inputs such as keyboard, mice, and gamepads. If it also had decent text rendering support it would basically be my dream library/framework.
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Not only Unity...
Kha (zlib/Haxe) https://github.com/Kode/Kha
- Game Development Post-Unity
- ArmorPaint and ArmorLab: open-source alternative to Adobe Substance
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Single Javascript calculation VS. doing calculation in shader?
So doing the calculation on CPU and including it with other uniforms is the best way to minimise overhead. Have a look at buffers rather than individually binding each variable. See https://github.com/Kode/Kha/issues/1365 for why UBOs are not available in WebGL 2.0.
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Why Kha is discontinued? Seems like an active project on github.
Kha on haxelib was discontinued many years ago - we sadly now felt it was necessary to remove it entirely from haxelib because people kept using it despite the scary warning message it prints on every run. This "lib" now contains only this readme, please see https://github.com/Kode/Kha/wiki/Getting-Started for instructions on how to actually use Kha.
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Heaps: A free, open-source and cross-platform game engine
I ported my https://rpgplayground.com from AS3 to Haxe. It was the most sane technology to replace Flash, because it came with some platform independent benefits (as opposed to coding straight in JavaScript)
Not using Heaps but https://github.com/Kode/Kha.
And I think you are indeed correct in your assumption, since I know plenty of others who made that switch.
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Destroy my project. Why you would not use Notan? I'm looking for constructive criticism.
I'm looking to some other libs that inspired notan, like http://kha.tech " Ultra-portable, high performance, open source multimedia framework. " Or SFML " SFML provides a simple interface to the various components of your PC, to ease the development of games and multimedia applications. "
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Flash Sucks –- But everything else sucks more (2011)
At its core the beauty of Flash was the extremely tight interplay between vector graphics in nested timelines, and the the programming environment. Many people compare Flash to Unity, but I really don't find the two all that comparable. You don't create your assets in Unity, and by the time those assets get into Unity you have lost most potential for dynamic behaviour. Flash's tight integration allowed for extremely fast iterations, and its hierarchal model was very flexible and allowed you to work very fast and creatively.
I'm surprised no one has had a good crack at re-creating the core functionality of Flash circa 2004, based on web tech, or something like Kha[1]. I've thought many times about starting such a project. I think the biggest challenges are developing a solid vector rendering runtime alongside the vector drawing tools, but just about everything else that ex-Flashers want can be reduced down to some pretty simple functionality. You could even forego all the cruft of the display list, the event model, etc, and just go with a simpler immediate mode renderer and I think you'd still be retaining those core components that made Flash special.
There are so many use cases (eLearning experience, Digital Signage, Touch Screen Kiosks) that Unity isn't particularly suitable for, and for which HTML/Javascript is just clunky, that such a tool could far better accomodate.
1. https://github.com/Kode/Kha.
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Github's collection of open-source game engines
Not to forget Kha http://kha.tech/ or even Armory3D https://armory3d.org/
What are some alternatives?
gcodepreview - OpenSCAD library for moving a tool in lines and arcs so as to model how a part would be cut using G-Code.
heaps - Heaps : Haxe Game Framework
openscad - OpenSCAD - The Programmers Solid 3D CAD Modeller
openfl - The Open Flash Library for creative expression on the web, desktop, mobile and consoles.
pyscad - Python bindings for OpenSCAD
flixel - Free, cross-platform 2D game engine powered by Haxe and OpenFL
jsketcher - Parametric 2D and 3D modeler written in pure javascript
armory - 3D Engine with Blender Integration
build123d - A python CAD programming library
as3hx - Convert AS3 sources to their Haxe equivalent
dactyl-configurator - Generate Dactyl keyboard designs from your browser.
nannou - A Creative Coding Framework for Rust.