|3 days ago||7 days ago|
|zlib 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.
[Handmade Network] How to write better (game) libraries
reddit.com/r/C_Programming | 2021-09-13
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?
reddit.com/r/vscode | 2021-08-31
LibOS – Cross-platform OS features in C++
reddit.com/r/cpp | 2021-08-23
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?
reddit.com/r/raylib | 2021-08-23
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?
reddit.com/r/C_Programming | 2021-08-03
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
reddit.com/r/gameenginedevs | 2021-08-01
I would suggest using GLFW and Glad with C++ and use LearnOpenGL as a refrence
Compiling in MacOS M1 Chip (arm64)
reddit.com/r/raylib | 2021-07-22
Now I read the logs and it seems the issue is with GLFW. I've found this: https://github.com/glfw/glfw/issues/1805
Opengl(glfw) gears on termux x11 NO ROOT!!
reddit.com/r/termux | 2021-07-19
Clone the glfw repositiory - git clone https://github.com/glfw/glfw.git
3D Visualization with C++
reddit.com/r/cpp_questions | 2021-07-10
Use https://www.glfw.org/ to get a window with an OpenGL context.
A better way of running Minecraft Without XWayland. Because I REALLY had nothing better to do with my life.
reddit.com/r/linux_gaming | 2021-06-24
https://github.com/glfw/glfw/pull/1725 (which is where I got some patches from) says there wasn't much upstream interest on merging the patches. But https://github.com/glfw/glfw/pull/1711 (the fix for the freezing issue) might be a good candidate for merging, though I don't know how GLFW people work, so I cannot comment on if it is properly upstreamable or not.
Unified Shader Programming in C++
news.ycombinator.com | 2021-10-03
Tool for visualizing simulation
reddit.com/r/GraphicsProgramming | 2021-09-02
I looked far and wide and here's what I got: - OpenGL: It lets me do everything I want, but I also have to start from scratch (camera matrices, input handling, shader programming, etc). - Abstractions over OpenGL ((Cinder)[https://libcinder.org/] and (Magnum)[https://magnum.graphics/]): Easier to use when compared to pure OpenGL, but they still require a considerable amount of manual work to get them to show hair strands on screen. - Game engines: I still haven't tried any, but my concern is whether or not they would let me use my own code to do all the simulation (collision detection, movement computation, etc).
Looking for code only game engine
reddit.com/r/opengl | 2021-03-29
Try Magnum, it provides all you need for bootstrapping a game in modern C++: https://magnum.graphics
Hitting a wall: the importance of learning without a game engine
reddit.com/r/gameenginedevs | 2021-03-26
Magnum graphics is a pretty neat GL/Vk wrapper for abstracting away some of the graphics boilerplate. Using it now and while I do sometimes miss writing GL directly, it keeps my code cleaner than it otherwise would be if I were allowed to write it all from scratch :P
Best Vulkan wrapper / low-level graphics library?
reddit.com/r/GraphicsProgramming | 2021-02-09
(Sorry for a self-promo, hope that's fine.) If you don't mind being an early adopter and use something that's still undergoing heavy development and is not complete yet, I'm building a low-level Vulkan wrapper in Magnum. If you aren't familiar with Magnum yet, it's a C++11 library that has (among other things) a thin OpenGL/GLES/WebGL wrapper that removes the platform-specific extension hell and most of the boilerplate while still allowing you to work with the raw APIs if you need ... and the same is now being done for Vulkan.
What are some alternatives?
bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.
SDL - Simple Directmedia Layer
Skia - Skia is a complete 2D graphic library for drawing Text, Geometries, and Images.
Ogre 3D - scene-oriented, flexible 3D engine (C++, Python, C#, Java)
OpenSceneGraph - OpenSceneGraph git repository
glad - Multi-Language Vulkan/GL/GLES/EGL/GLX/WGL Loader-Generator based on the official specs.
urho3d - Cross-platform 2D and 3D game engine
Open-Source Vulkan C++ API - Open-Source Vulkan C++ API
Allegro - The official Allegro 5 git repository. Pull requests welcome!