femtovg VS stb

Compare femtovg vs stb and see what are their differences.

femtovg

Antialiased 2D vector drawing library written in Rust (by femtovg)

stb

stb single-file public domain libraries for C/C++ (by nothings)
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femtovg stb
32 164
748 25,128
0.9% -
7.8 6.4
20 days ago 1 day ago
Rust C
GNU General Public License v3.0 or later GNU General Public License v3.0 or later
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
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.

femtovg

Posts with mentions or reviews of femtovg. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2023-03-06.
  • Recommended UI framework to draw many 2D lines?
    5 projects | /r/rust | 6 Mar 2023
    Femtovg (https://github.com/femtovg/femtovg) which uses OpenGL to render
  • tinydraw 0.1.1
    2 projects | /r/rust | 16 Feb 2023
    Congrats! I don't want to diminish the accomplishment, but have you seen femtovg? It seems like it's probably well-aligned with your needs.
  • Bevy vector graphics library?
    3 projects | /r/bevy | 27 Sep 2022
    I'm currently using femtovg for vector graphics in my games, and I would like to get into bevy by porting one of my game prototypes using it to bevy.
  • Decision paralysis: ggez or macroquad
    4 projects | /r/rust_gamedev | 9 Jul 2022
    I use femtovg It's a simple vector graphics engine having all the important features you probably want from a 2D rendering engine: simple shapes, images, text
  • femtovg VS lyon - a user suggested alternative
    2 projects | 21 May 2022
  • Keeping POWER relevant in the open source world
    9 projects | news.ycombinator.com | 22 Jan 2022
    https://github.com/femtovg/femtovg/pull/5

    Before Power10 was done, IBM actually asked us Raptor users about proposals for useful machine code instructions to add to it. I replied that Iā€™d like to have hardware UTF-8 de-/encoding but they wanted a more detailed proposal and I never got around to write it. Iā€™m not even sure that this would be worthwhile, but I see UTF-8 de-/encoding everywhere in the code I write and would like it to approach memory read/write speeds.

    I was very disappointed to learn that they had gone more proprietary with Power10 so I would not have been able to use those instructions anyway. What a pity!

  • How to use a Rust WebAssembly module in Svelte with Web Workers
    1 project | /r/sveltejs | 29 Nov 2021
    In my actual code, I'm using a library called femtovg that is a Rust port of a C library for 2D rendering. But In the blog post I kept the example simple to keep it relevant for people who might want to use Web Workers + WASM for other things; didn't want to get hung up on femtovg for someone who had never heard of it. As you say, if you all you need to do is basic 2D manipulations of a canvas that are supported by the native API, then you likely don't need WASM.
  • Iced: A cross-platform GUI library for Rust, inspired by Elm
    19 projects | news.ycombinator.com | 27 Aug 2021
    You guys should also check out the femtovg project, a 2D rendering API that sixty fps relies on.

    https://github.com/femtovg/femtovg

    It's a decent starting point for trying to build your own toolkit.

    I have recently added a wgpu backend but for now it lives in my fork https://github.com/adamnemecek/femtovg

    run the demo with `cargo run --example wgpu_demo --release`.

    Also join the femtovg discord https://discord.gg/V69VdVu

  • Any recommended resources for beginning graphics with Rust
    2 projects | /r/rust | 22 Jul 2021
    I'm involved with the femtovg project. We are definitely looking for contributors. Join the discord channel.
  • Good GUI toolkit/library recommendations needed
    7 projects | /r/rust | 18 Jul 2021
    It's not a GUI framework but I'm involved with this project called femtovg, it's a Rust nanovg port. I've recently added a wgpu backend. Run the demo with cargo run --example wgpu_demo --release. Some people have been using it for their own UIs, e.g. tuix. I think that you should consider rolling your own GUI toolkit, it's not that bad and you'll appreciate the control.

stb

Posts with mentions or reviews of stb. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2024-01-09.
  • Lessons learned about how to make a header-file library (2013)
    1 project | news.ycombinator.com | 28 Feb 2024
  • Nebula is an open-source and free-to-use modern C++ game engine
    6 projects | news.ycombinator.com | 9 Jan 2024
    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++
    4 projects | news.ycombinator.com | 6 Jan 2024
  • Writing a TrueType font renderer
    9 projects | news.ycombinator.com | 1 Jan 2024
    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

  • Capturing the WebGPU Ecosystem
    9 projects | news.ycombinator.com | 11 Nov 2023
    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

  • Www Which WASM Works
    2 projects | news.ycombinator.com | 24 Sep 2023
    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.

  • File for Divorce from LLVM
    9 projects | news.ycombinator.com | 29 Jun 2023
    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).

  • What C libraries do you use the most?
    4 projects | /r/C_Programming | 29 Jun 2023
    STB Libraries: https://github.com/nothings/stb
  • [Noob Question] How do C programmers get around not having hash maps?
    3 projects | /r/C_Programming | 22 Jun 2023
    stb_ds is also very popular.
  • Is there an existing multidimensional hash table implementation in C?
    4 projects | /r/C_Programming | 20 Jun 2023

What are some alternatives?

When comparing femtovg and stb you can also consider the following projects:

glium - Safe OpenGL wrapper for the Rust language.

Vcpkg - C++ Library Manager for Windows, Linux, and MacOS

Typesense - Open Source alternative to Algolia + Pinecone and an Easier-to-Use alternative to ElasticSearch āš” šŸ” āœØ Fast, typo tolerant, in-memory fuzzy Search Engine for building delightful search experiences

imgui-node-editor - Node Editor built using Dear ImGui

gdnative - Rust bindings for Godot 3

ZXing - ZXing ("Zebra Crossing") barcode scanning library for Java, Android

Slint - Slint is a toolkit to efficiently develop fluid graphical user interfaces for any display: embedded devices and desktop applications. We support multiple programming languages, such as Rust, C++ or JavaScript. [Moved to: https://github.com/slint-ui/slint]

freetype-gl - OpenGL text using one vertex buffer, one texture and FreeType

NanoGUI - Minimalistic GUI library for OpenGL

ImageMagick - šŸ§™ā€ā™‚ļø ImageMagick 7

nuklear - A single-header ANSI C immediate mode cross-platform GUI library

Cppcheck - static analysis of C/C++ code