glTF
imgui
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glTF | imgui | |
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20 | 351 | |
6,947 | 55,717 | |
1.2% | - | |
7.0 | 9.7 | |
4 days ago | 4 days ago | |
HTML | C++ | |
GNU General Public License v3.0 or later | MIT 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.
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.
imgui
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Using raylib with Dear ImGui: Game Dev Debugging UI
include(cmake/CPM.cmake) function(raylib_imgui_setup_dependencies) message(STATUS "Include Dear ImGui") FetchContent_Declare( ImGui GIT_REPOSITORY https://github.com/ocornut/imgui GIT_TAG 277ae93c41314ba5f4c7444f37c4319cdf07e8cf) # v1.90.4 FetchContent_MakeAvailable(ImGui) FetchContent_GetProperties(ImGui SOURCE_DIR IMGUI_DIR) add_library( imgui STATIC ${imgui_SOURCE_DIR}/imgui.cpp ${imgui_SOURCE_DIR}/imgui_draw.cpp ${imgui_SOURCE_DIR}/imgui_widgets.cpp ${imgui_SOURCE_DIR}/imgui_tables.cpp) target_include_directories(imgui INTERFACE ${imgui_SOURCE_DIR}) include(cmake/CPM.cmake) message(STATUS "Include dbg-macro") cpmaddpackage( "gh:sharkdp/dbg-macro#fb9976f410f8b29105818b20278cd0be0e853fe8" )# v0.5.1 message(STATUS "Include fmtlib") cpmaddpackage("gh:fmtlib/fmt#e69e5f977d458f2650bb346dadf2ad30c5320281" )# 10.x message(STATUS "Include raylib") cpmaddpackage("gh:raysan5/raylib#ae50bfa2cc569c0f8d5bc4315d39db64005b1b0" )# v5.0 message(STATUS "Include spdlog") cpmaddpackage("gh:gabime/spdlog#7c02e204c92545f869e2f04edaab1f19fe8b19fd" )# v1.13.0 message(STATUS "Include rlImGui") FetchContent_Declare( rlImGui GIT_REPOSITORY https://github.com/raylib-extras/rlImGui GIT_TAG d765c1ef3d37cf939f88aaa272a59a2713d654c9) FetchContent_MakeAvailable(rlImGui) FetchContent_GetProperties(rlImGui SOURCE_DIR RLIMGUI_DIR) add_library(rlimgui STATIC ${rlimgui_SOURCE_DIR}/rlImgui.cpp) target_link_libraries(rlimgui PRIVATE imgui raylib) target_include_directories(rlimgui INTERFACE ${rlimgui_SOURCE_DIR}) endfunction()
- Ask HN: Fastest cross-platform GUI stack/strategy
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Immediate Mode GUI Programming
Immediate mode is a fuzzy concept, as witnessed by this writeup: https://github.com/ocornut/imgui/wiki/About-the-IMGUI-paradi...
- Nebula is an open-source and free-to-use modern C++ game engine
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Black Triangles
It's fun to see the evolution in e.g. these examples of image loading for Dear Imgui:
https://github.com/ocornut/imgui/wiki/Image-Loading-and-Disp...
DirectX9 will even load the image for you, DirectX11 okay we get a few more structures to fill out, DirectX12 is where it goes off the rails and we are filling out a bunch of UNKNOWN DONT_CARE JUST_DO_IT. Then of course Vulkan is the one that gets the big fat "this probably won't actually work for you" warning.
I understand whats happening, but you know sometimes I just want to display a fucking image.
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Dear ImGui: Bloat-free Graphical User interface with minimal dependencies
ImGui is engine/GPU agnostic
Themeing isn't a just a retained mode thing, you can do wonders with immediate UIs, even thought (dear)ImGui doesn't provide much, you can still do wonders: https://github.com/ocornut/imgui/issues/707#issuecomment-362...
More on that topic: https://www.youtube.com/watch?v=Z1qyvQsjK5Y
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Where do I start to learn C++ for a game development
Bonus: If you want to make desktop app with UI, then this is another great C++ library and it's also simple to learn as well. https://github.com/ocornut/imgui.
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GUI library for fast prototyping
AFAIK the Rust equivalent to C++'s Dear ImGui is egui.
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Stretching myself thin with Dear ImGui projects
They use a Dear ImGui, a C++ GUI library.
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PCSX2 Disables Wayland Support
Aside from bugs and driver issues, Wayland has some unfortunate design limitations. For example, Dear ImGui multi-viewports don't work because "Wayland doesn't let application read or write windows positions."
https://github.com/ocornut/imgui/wiki/Multi-Viewports
This is a feature available on Windows, macOS, and of course X11. Making choices like this means desktop Linux becomes even more of a weird island that nobody wants to support.
What are some alternatives?
GLFW - A multi-platform library for OpenGL, OpenGL ES, Vulkan, window and input
wxWidgets - Cross-Platform C++ GUI Library
glTF-Sample-Models - glTF Sample Models
nuklear - A single-header ANSI C immediate mode cross-platform GUI library
MonoGame - One framework for creating powerful cross-platform games.
NanoGUI - Minimalistic GUI library for OpenGL
raylib - A simple and easy-to-use library to enjoy videogames programming
GTK+ - Read-only mirror of https://gitlab.gnome.org/GNOME/gtk
bevy - A refreshingly simple data-driven game engine built in Rust
egui - egui: an easy-to-use immediate mode GUI in Rust that runs on both web and native
learn-gdscript - Learn Godot's GDScript programming language from zero, right in your browser, for free.
CEGUI