|5 days ago||7 days ago|
|zlib License||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.
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.
How to make your own game engine (and why)
1 project | reddit.com/r/gamedev | 12 Nov 2021
SDL is great, yes. I just want to mention that glfw is also an option if you're using OpenGL or Vulkan. I used it this time around because I had used SDL in the past for another engine and had the desire to use something different for no other reason than exposure. Things aren't very different and I don't think switching from one to another would be hard. It depends on implementation of course, as always.
Perfecting GLFW for Zig, and finding lurking undefined behavior that went unnot
Agreed. I think it was only a problem because of ubsan. I guess ubsan added checks to the generated code that looked at the value being shifted left 24 and saw that overflow occurred and therefore raised its undefined behaviour signal.
The code would never fail on a two's compliment machine. What ubsan is saying is that the rules of C don't guarantee this code to work - it only works because the overflow writes into the sign bit, which is where the next thing expected it to be anyway.
If the above is true, I don't think their "fix" helps: https://github.com/glfw/glfw/pull/1986/files. I would have thought that the important part is to change the longs to unsigned longs.
It's not actually shifting a char, because integer promotion happens first.
The (not yet merged) PR https://github.com/glfw/glfw/pull/1986 casts to signed long, which only avoids UB (is 64 bits) on 64-bit platforms which aren't Windows.
> Wouldn't it be better to cast to unsigned int or something similar (like uint32_t), since long can still be 32 bits? If the size of long and int is the same, wouldn't the cast as proposed in the PR be semantically identical to the current state?
[Handmade Network] How to write better (game) libraries
2 projects | reddit.com/r/C_Programming | 13 Sep 2021
Even if someone wants to use VS2008 for game development, it only took me a Google search to find https://github.com/glfw/glfw/blob/master/deps/vs2008/stdint.h which doesn't have any dependencies and a very permissive licence.
how do i include glfw in my code to make a window?
1 project | reddit.com/r/vscode | 31 Aug 2021
LibOS – Cross-platform OS features in C++
3 projects | reddit.com/r/cpp | 23 Aug 2021
You seem to have had a similar impetus as I had 20 years ago when I created GLFW (though with a slightly different focus).
Is there a way to get japanese text input in raylib?
1 project | reddit.com/r/raylib | 23 Aug 2021
Thanks for the detailed explanation. I'm afraid I didn't considered that use case for raylib and it would require some investigation to implement it... but raylib uses internally GLFW for desktop platforms and I've seen there is a related issue: https://github.com/glfw/glfw/issues/41 About IME support by the browser, it should be investigated. Feel free to open an issue on raylib GitHub for further investigation!
Massive trouble with GLFW header inclusion. Can someone help?
1 project | reddit.com/r/C_Programming | 3 Aug 2021
Looking at the actual code of the .h file, it looks pretty empty, and like it needs some extra files perhaps. For instance, functions are just filled with comments with some random explanations, so they are basically 1 line, which probably does nothing. Here you can take a look yourself on github.
Hey, I want start
6 projects | reddit.com/r/gameenginedevs | 1 Aug 2021
I would suggest using GLFW and Glad with C++ and use LearnOpenGL as a refrence
Luxtorpeda version 48 add Switch Pro Controller Support and better DPI options
2 projects | reddit.com/r/linux_gaming | 29 Nov 20211 project | reddit.com/r/Boiling_Steam | 29 Nov 2021
Luxtorpeda Version 47 is out with bug fixes and improvements
1 project | reddit.com/r/linux_gaming | 13 Nov 20211 project | reddit.com/r/Boiling_Steam | 13 Nov 2021
Luxtorpeda version 46 is out, mainly a bugfix release
1 project | reddit.com/r/linux_gaming | 6 Nov 20211 project | reddit.com/r/Boiling_Steam | 6 Nov 2021
Luxtorpeda 45 is out with the complete rollout of the egui UI
1 project | reddit.com/r/linux_gaming | 2 Nov 20211 project | reddit.com/r/Boiling_Steam | 2 Nov 2021
Luxtorpeda Version 44 is out, with a fix for a Wayland-related crash
1 project | reddit.com/r/linux_gaming | 30 Oct 20211 project | reddit.com/r/Boiling_Steam | 30 Oct 2021
What are some alternatives?
SDL - Simple Directmedia Layer
bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.
Skia - Skia is a complete 2D graphic library for drawing Text, Geometries, and Images.
glad - Multi-Language Vulkan/GL/GLES/EGL/GLX/WGL Loader-Generator based on the official specs.
OpenSceneGraph - OpenSceneGraph git repository
Ogre 3D - scene-oriented, flexible 3D engine (C++, Python, C#, Java)
Open-Source Vulkan C++ API - Open-Source Vulkan C++ API
re3 - GTA III, Vice City [UnavailableForLegalReasons - Repository access blocked]
magnum - Lightweight and modular C++11 graphics middleware for games and data visualization
gl4es - GL4ES is a OpenGL 2.1/1.5 to GL ES 2.0/1.1 translation library, with support for Pandora, ODroid, OrangePI, CHIP, Raspberry PI, Android, Emscripten and AmigaOS4.
glbinding - A C++ binding for the OpenGL API, generated using the gl.xml specification.
Allegro - The official Allegro 5 git repository. Pull requests welcome!