engine
angle
engine | angle | |
---|---|---|
53 | 22 | |
7,532 | 3,632 | |
- | 2.2% | |
10.0 | 9.9 | |
27 days ago | about 14 hours ago | |
C++ | C++ | |
BSD 3-clause "New" or "Revised" License | 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.
engine
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Skia Canvas: Browser-Less Implementation of the HTML Canvas Drawing API for Node
Impeller - Flutter’s rendering library that replaces Skia on iOS and Android - is working on a C API: https://github.com/flutter/engine/blob/main/impeller/toolkit...
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We're forking Flutter. This is why
https://github.com/flutter/engine/graphs/contributors
- Flutter GPU
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Show HN: 3D rendering toolkit for Flutter and/or Dart
We are aware that these priorities might change in the future. There have been sanity checks to ensure that the Impeller API can be ported to WASM and also that Impeller shaders can be compiled to WGSL for eventual WebGPU support.
https://github.com/flutter/engine/blob/main/impeller/docs/fa...
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Ten Years of “Go: The Good, the Bad, and the Meh
https://github.com/flutter/engine/blob/main/impeller/docs/fa...
Impeller is the Skia replacement and is in full c++ that supports all platform.
It will be great if Go team can work with them(both are in Google) and make Impeller a render engine for Go.
With this no more bloated electron.js and no more Java/Swing or Qt, what a dream for the day.
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The performance of the impeller engine
Likely it's https://github.com/flutter/engine/pull/41168 that fixed it, which got cherry picked into that commit.
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Flutter embedded
Depends on what you want to do. The best documentation for writing the code where the engine should run in is in this header file.
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Is Impeller now enabled by default on iOS?
Performance on large-screen and also high-refresh rate iPads was definitely a blind spot during the preview. We've done a ton of work to plug that gap since the preview though. Framebuffer fetch for advanced blends, improvement to blur performance, and using half-precision in performance critical shaders are just some of the improvements driven by these findings.
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Ubuntu is now using Flutter for its installer
Yes. We use ATK for accessibility. FlAccessibleNode is where SemanticsNode and friends are exposed as ATK objects.
- Make textures thread-safe on linux
angle
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So You Want to Build a Browser Engine
https://github.com/google/angle
ANGLE is the de-facto standard library that all of the big browsers use to implement WebGL on top of other graphics APIs, if you want to read up on it.
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I learned Vulkan and wrote a small game engine with it (in 3 months)
If you want OpenGL use ANGLE
https://github.com/google/angle
several phones now ship ANGLE as their only OpenGL support on top of their Vulkan drivers.
If you want a modern-ish API that's relatively easy and portable use WebGPU via wgpu (rust) or dawn (c++).
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Meta releases open source Intermediate Graphics Library which runs on top of Vulkan, Open GL, or Metal on multiple operating systems.
It's using MoltenVK on Mac for Vulkan compatibility, and ANGLE for OpenGL compatibility on Windows and Linux. Makes you wonder what it's actually doing itself.
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Apple’s Game Porting Toolkit is Wine
Can't they use https://github.com/google/angle?
- can some help me setup OpenGL ES
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Learn WebGPU
BTW. For the last 15 years, all web browsers on Windows do WebGL on top of DirectX (using the Angle library https://github.com/google/angle).
- Game crashing when downloading additional content on Windows Subsystem for Android
- Exynos 2200, s22u, citra 3ds question
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Vulkan update: version 1.2 conformance for Raspberry Pi 4
You can still use OpenGL. Just not the vendor provided drivers. They are indeed horrible. There are libraries like:
* ANGLE ( https://github.com/google/angle ) - An OpenGL ES implementation with Direct3D 9, Direct3D 11, Desktop GL, GL ES, Vulkan and Metal backends. This is what we used to use for shipping our Qt 3D application, that used a bunch of OpenGL Shaders. We used to get bug reports about various shaders not working properly on various hardware. After switching to this, all those bug reports vanished.
* Zinc ( https://www.supergoodcode.com/do-not/ ) - A more recent, OpenGL implementation on top of Vulkan. I haven't used this one yet. But they are making a lot of progress and it is almost as performant as vendor provided OpenGL Drivers these days. So if I ever have to ship a desktop app, needing opengl, I'd strongly consider using this.
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Starting a new Project in 2022, Vulkan or OpenGL?
Another option if perf isn't a big concern is to try using Google's angle OpenGL ES 3.0 implementation, there's backends for it to be supported on Vulkan, Direct3D 11, and (work in progress) Metal. Disclosure, haven't tried it myself, just looking at their feature descriptions: https://github.com/google/angle
What are some alternatives?
awesome-tauri - 🚀 Awesome Tauri Apps, Plugins and Resources
swiftshader - SwiftShader is a high-performance CPU-based implementation of the Vulkan graphics API. Its goal is to provide hardware independence for advanced 3D graphics.
blurhash - A very compact representation of a placeholder for an image.
wgpu-native - Native WebGPU implementation based on wgpu-core
website - Flutter documentation web site
bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.