ExprTK
3DWorld
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ExprTK | 3DWorld | |
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10 | 54 | |
566 | 1,056 | |
- | - | |
0.0 | 9.9 | |
4 months ago | 4 days ago | |
C++ | C++ | |
- | GNU General Public License v3.0 only |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
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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.
ExprTK
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A Cpp library to evaluate mathematical literal expressions dynamically
I have found many libraries that can evaluate mathematical expressions, e.g. this one: https://www.partow.net/programming/exprtk/index.html
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Better library for evaluating math expressions stored on a String
I have used https://github.com/ArashPartow/exprtk for this task, since it is cpp we also used on IOS, however in android we changed to exp4j since it requires less space and did the same job.
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What do I do if a repo only has a make file and I'm on windows?
For the specific example repo you cited, the project website also offers some preconfigured example MSVC solutions. You may find this much easier to get set up and running if using a Makefile is not a hard requirement.
- What are some projects that taught you a lot?
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How to calculate an expression that is stored in a string in C++
This ExprTk library looks promising: https://www.partow.net/programming/exprtk/index.html
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A boolean logic simulator written in c++ & opengl 3.3. This is a toy project I'm currently developing to help me learn c++ & opengl. No libraries used, apart from stb_image and glad.
Now there are lots of libraries out there for expression processing as well. I would recommend exprtk: https://github.com/ArashPartow/exprtk
- library for solving equations from string?
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Regular language input math operations
If your actual goal isn't to implement it yourself and you need it for something else, take a look at this library: https://github.com/ArashPartow/exprtk
3DWorld
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Generating Master of Orion 2 like starmap
You mean you want to draw the individual stars themselves? It's likely just a texture, probably white so that it can be colored differently for each star. This is how I've done it. Try a Google image search for "flare texture". You can find some of the ones I used here (flare*.jpg): https://github.com/fegennari/3DWorld/tree/master/textures
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Map Generation by Diamond Square with Shading and Raycasted Shadows.
I remember it being called "wave surfing", where you start at the current pixel and draw a line to the light source, checking the elevation vs. the altitude value of the line (Y or Z) at every step. I have the code in my mesh_shadow_gen class here: https://github.com/fegennari/3DWorld/blob/master/src/visibility.cpp
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How to manage a buffer containing objects of varying size? For sparse chunk loading/unloading
This all sounds complex, but the system can be made to work well. I've written something similar myself, except with VBOs rather than SSBOs. My code can be found in these two files: https://github.com/fegennari/3DWorld/blob/master/src/buildings.h
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Procedurally Generated Spider Model and Animation
C++ code for drawing spiders can be found in my GitHub project, in the spider_draw_t class: https://github.com/fegennari/3DWorld/blob/master/src/building_animal_draw.cpp
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Procedurally generated 8km Octree Terrain using Compute Shaders and WGPU (Rust)
Filling the cracks properly generally gives better performance and fewer drawing artifacts compared to skirts. If you use indexed triangles and set them up in neat rows and columns, it's pretty easy to get right. No lookup tables or big switch cases, and it works with any number of LODs. See the crack_ibuf_t code starting around like 1800 here: https://github.com/fegennari/3DWorld/blob/master/src/tiled_mesh.cpp
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Pixel planets with Pygame and OpenSimplex
I wrote a planet name generator that combines multi-character combinations. It may not do as good as a proper Markov Chain, but may produce names that sound better than your simple approach. If you're interested, the code can be found here: https://github.com/fegennari/3DWorld/blob/master/src/Universe_name.cpp
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Reusing vertices while using marching cubes/tetrahedra
The code for this is in my voxel_manager::add_triangles_for_voxel() on line 497 here: https://github.com/fegennari/3DWorld/blob/master/src/voxels.cpp
- Memory Management for infinite procedural generation algorithm (please help me I beg)
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Best approach to render a lot of text.
Thanks. Yes, I was looking at this. The problem is that the texture atlases are in a different format than the ones I currently use. The MSDF versions don't have all of the ASCII characters and some characters have a different number of pixels. So it's not a drop in replacement for my system, which is using texture atlases like this: https://github.com/fegennari/3DWorld/blob/master/textures/atlas/text_atlas.png
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Rigid Body Physics with rotation question
I have some code for this here, but it's part of a large project and not easy to read/understand: https://github.com/fegennari/3DWorld/blob/master/src/free_obj.cpp
What are some alternatives?
TinyExpr - tiny recursive descent expression parser, compiler, and evaluation engine for math expressions
tinygltf - Header only C++11 tiny glTF 2.0 library
muparser - muparser is a fast math parser library for C/C++ with (optional) OpenMP support.
FastNoise - Fast Portable Noise Library - C# C++ C Java HLSL GLSL JavaScript Rust Go
CGal - The public CGAL repository, see the README below
single_file_libs - List of single-file C/C++ libraries.
Eigen
MarkovNameGenerator - :black_nib: Markov process-based procedural name and word generator demo
GLM - OpenGL Mathematics (GLM)
PolyWorld - A world generator that is based on Voronoi diagrams
OpenBLAS - OpenBLAS is an optimized BLAS library based on GotoBLAS2 1.13 BSD version.
Cities - Procedural city & road placement