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glTF | GLM | |
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20 | 36 | |
6,947 | 8,671 | |
1.2% | 2.2% | |
7.0 | 9.0 | |
3 days ago | 6 days ago | |
HTML | C++ | |
GNU General Public License v3.0 or later | 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.
glTF
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Academy Software Foundation Announces OpenPBR, a New Subproject of MaterialX
My understanding is that this is an evolution of the Autodeks Standard Surface (https://autodesk.github.io/standard-surface/), which itself is a subset set of the glTF 2.0 material with its PBR extensions (https://github.com/KhronosGroup/glTF/blob/main/extensions/RE... )
Together this means there is a lot of alignment between these models. I wouldn't be surprised to see a glTF 3.0 that adopts the OpenPBR as its main material definition, skipping the current extension complexity.
OpenPBR for material exchange combined with MaterialX for shader graph exchange combined (https://materialx.org) with OpenUSD for geometry and scene graph exchange, means together we are headed into a world where high quality 3D assets are exchangeable between content creation tools.
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Is it more performant to build the entire scene in Blender?
Search animation related topics, like skinning and weights. This is constantly debated. As for the compression it is just standard with the format, there are some old topics on it.
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VisionOS
An open standard that is very capable (but cannot find if it can do streaming) is https://github.com/KhronosGroup/glTF
It still misses some important things in the area of shading and animation for full transfer of all qualities you find in a modern 3d creation app like Blender.
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The difference between a primitive and a mesh in gltf
I wondered this in the past as well and I found this issue, which has a lot of discussion on it and includes some plausible possible reasons, though it seems it's not entirely clear anymore why it is like it is: https://github.com/KhronosGroup/glTF/issues/821
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Did a burger / solved for PBR partially
So the special thing about this is we didn't touch any of the PBR maps on it. At all. That was all automatic, I wrote a solving program. What I will reveal about that is the gltf spec I solved against is over here: https://github.com/KhronosGroup/glTF . We're looking at using this with some 3D scanning businesses in NYC at the moment.
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Ask HN: Simple 3D animation file format?
https://github.com/KhronosGroup/glTF/blob/main/specification...
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Texture Animation to glTF 2.0 Fail to Export
In the future, this can be properly done with the KHR_animation_pointer extension: https://github.com/KhronosGroup/glTF/pull/2147
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Magic hole in GLTF from blender?! is it possible
I think ideally you would extend the gltf material to add control over e.g. renderOrder, colorWrite, depthWrite, then implement the extension in your gltf loader
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I've decided to learn Godot and it feels like I have "lost"
Probably not directly, but I'd look for frameworks that work with GLTF to have proper scene and asset management.
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What is the name of the effect which causes edges of meshes to appear brighter rather than darker?
Probably it’s some kind of Sheen. This effect gives the material a velvety fabric / fur impression, which would work well with the Tom Nook character.
GLM
- Release of GLM 1.0.0
- C++23: The Next C++ Standard
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What files from glm's github do I need to add to my emscripten project?
I am a greenhorn at graphics programming. I just made an app in OpenGL with C++ that I now need to change over to a browser app with WebGL. WebGL looks pretty cool but since my app does a lot of calculations I assumed I should keep the heavier calculating parts in C++ with emscripten ( which I am also just learning ). So looking at it, it just looks like glm is the only library I seriously need for my c++ code and that seems pretty cool because it is a header only app it says. But in the github there are a lot of folders and files so I am not sure which are indispensable or not. Any advice?
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What is a file with the .i.hh extension such as myfile.i.hh used for in a C++ project?
GLM does it quite well, it has core includes then a detail folder with all the inl files that get added. https://github.com/g-truc/glm
- [Opengl] Aide: compilation et installation de GLFW
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Porting to metal?
I once ported an OpenGL code base over to Metal. For me, it was essential to do as much code sharing as possible. Because I was using the GLM library in that code base and generally found that library very useful I wanted to know whether I can use GLM with Metal. I had to do some research but it turned out it works really well, see here
- Which is the best way to work with matrices and linear algebra using c++?
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Best C++ Game Framework
I would also recommend GLM
- PocketPy: A Lightweight(~5000 LOC) Python Implementation in C++17
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Learning DirectX 12 in 2023
Alongside MiniEngine, you’ll want to look into the DirectX Toolkit. This is a set of utilities by Microsoft that simplify graphics and game development. It contains libraries like DirectXMesh for parsing and optimizing meshes for DX12, or DirectXMath which handles 3D math operations like the OpenGL library glm. It also has utilities for gamepad input or sprite fonts. You can see a list of the headers here to get an idea of the features. You’ll definitely want to include this in your project if you don’t want to think about a lot of these solved problems (and don’t have to worry about cross-platform support).
What are some alternatives?
GLFW - A multi-platform library for OpenGL, OpenGL ES, Vulkan, window and input
Eigen
glTF-Sample-Models - glTF Sample Models
DirectXMath - DirectXMath is an all inline SIMD C++ linear algebra library for use in games and graphics apps
MonoGame - One framework for creating powerful cross-platform games.
linmath.h - a lean linear math library, aimed at graphics programming. Supports vec3, vec4, mat4x4 and quaternions
raylib - A simple and easy-to-use library to enjoy videogames programming
cglm - 📽 Highly Optimized 2D / 3D Graphics Math (glm) for C
bevy - A refreshingly simple data-driven game engine built in Rust
OpenBLAS - OpenBLAS is an optimized BLAS library based on GotoBLAS2 1.13 BSD version.
learn-gdscript - Learn Godot's GDScript programming language from zero, right in your browser, for free.
blaze