GLFW
volk
Our great sponsors
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.
GLFW
-
macOS 14.4 causes JVM crashes
Minecraft runs on various Javas.
And there's a known issue with an interaction between minecraft, Java, and the video drivers that crashes out and it can be traced back all the way to here: https://github.com/glfw/glfw/issues/1997
It's not fixed.
-
Technical Considerations for GUI Toolkits [Discussion]
Window context manager - glfw, sdl
Types of tools for creating a gui (and how those tools approximately work): 1. Utilize the native _graphical interface API_, and depending on the platform, they have specific layers to interface: * Wayland, X11, for Linux * [GDI](https://learn.microsoft.com/en-us/windows/win32/gdi/windows-gdi) for windows * [Quartz](https://en.wikipedia.org/wiki/Quartz\_(graphics\_layer)) for macOS Example - GTK uses [wayland](https://gitlab.gnome.org/GNOME/gtk/-/blob/main/docs/reference/gdk/wayland.md) ([source code](https://gitlab.gnome.org/GNOME/gtk/-/tree/main/gdk/win32)) [X11](https://gitlab.gnome.org/GNOME/gtk/-/blob/main/docs/reference/gdk/x11.md) ([source code](https://gitlab.gnome.org/GNOME/gtk/-/tree/main/gdk/x11)) GDI ([source code](https://gitlab.gnome.org/GNOME/gtk/-/tree/main/gdk/win32)) Quartz ([source code](https://gitlab.gnome.org/GNOME/gtk/-/tree/main/gdk/macos)) [How to use wayland display server](https://bugaevc.gitbooks.io/writing-wayland-clients/content/black-square/the-wayland-client-library.html) (TODO missing "animation" section) 2. Utilize opengl _or other low level graphics api's_ with window context, use GPU to render widgets * Window context manager - [glfw](https://github.com/glfw/glfw), [sdl](https://www.libsdl.org/) * contexts and surfaces, reading input, handling events Example: ImGui, NanoVG, Nuklear, raylib Why? Mainly used for game development, but also good for gui's. _(i haven't seen any examples that uses this method that are used for developing general-use graphical user interfaces.)_
- How to set-up GLFW 3.3.8 with C++ visual studio community 2022?
-
Exploring Computer Graphics: Weekly Chronicle #1
GLFW: A library for window creation and managing user input.
-
New Vulkan Documentation Website
Not SDL2, but GLFW has something like that under the tests/ directory:
https://github.com/glfw/glfw/blob/master/tests/triangle-vulk...
-
LWJGL = SFML vs Allegro vs SDL vs Ogre vs ???
I'm not familiar with LWJGL, my 5 seconds on their website makes me think you might be looking for something like GLFW https://www.glfw.org/ to handle I/O and window creation/management.
-
I have spent two whole work days trying to install GLEW
Consider GLFW3 for windowing and GLAD for function loading. I've used this combination myself successfully. Granted, that is "two things" you need, but OTOH it'll work well.
-
OpenGL (GLFW and GLAD) not linking with cmake
There is a pattern to it which is usable with every GitHub repository. For example, GLFW v3.3.8 can be fetched from: https://github.com/glfw/glfw/archive/refs/tags/3.3.8.tar.gz
-
Help
That is a static or import library for glfw. You need add the path to the directory where this file is located to the "library directories", see: https://www.learncpp.com/cpp-tutorial/a2-using-libraries-with-visual-studio-2005-express/
volk
-
Volk makes my VkInstance NULL
Im learning Vulkan in attempt to create a renderer for a video game I plan on making. Following the spec https://registry.khronos.org/vulkan/specs/1.0/html/vkspec.html, I've reached the point to where I can create and destroy the VkInstance. I'm using GLFW for the windowing and was originally using for the Vulkan stuff, but turned to Volk https://github.com/zeux/volk to load Vulkan in the end. Reflecting that change, I replace the vulkan.h includes with volk.h, defined the platform macro for my platform, and unlinked Vulkan in my Makefile.
-
C/C++: ld: error: undefined symbol: vkEnumerateInstanceVersion
Do you link libVulkan-1.so statically in your project? On Android, only Vulkan 1.0 functions are exposed via this lib. Performance wise and to use any Vulkan functions above 1.0 you need to load all your Vulkan functions by yourself or (even better) use a loader library like volk
-
Boot Camp and Vulkan work for programming
no problem! This library might help you too https://github.com/zeux/volk
-
I have trouble creating window In Ubuntu
You also should not link to Vulkan directly (-lvulkan) but retrieve the function pointers to the Vulkan functions by yourself or using a loder library like volk.
-
Releasing a Standalone (*.exe) Vulcan Application
You can't statically link vulkan, you need to load vulkan-1.dll from the driver installation. You can use something like volk for this https://github.com/zeux/volk
-
How to use functions from Vulkan extensions from the SDK?
Use a Vulkan loader like Volk. https://github.com/zeux/volk
-
LunarG releases new Vulkan 1.3.204.0 SDKs with Vulkan Profiles Toolset
For developing with Vulkan all you need are the Vulkan Headers and some kind of static loader to link against or you use a dynamic loader like volk.
-
Vulkan Memory Allocator can't load some Vulkan functions?
I am using VMA as well in my renderer and I am not having any issues with it. As I am using Volk (https://github.com/zeux/volk) to locate and load all Vulkan function pointers. Thats why I need to tell VMA to not load any functions statically:
What are some alternatives?
SDL - Simple Directmedia Layer
Quake3e - Improved Quake III Arena engine
bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.
ncnn - ncnn is a high-performance neural network inference framework optimized for the mobile platform
glad - Multi-Language Vulkan/GL/GLES/EGL/GLX/WGL Loader-Generator based on the official specs.
VulkanMemoryAllocator - Easy to integrate Vulkan memory allocation library
Skia - Skia is a complete 2D graphic library for drawing Text, Geometries, and Images.
Vulkan-Headers - Vulkan header files and API registry
OpenSceneGraph - OpenSceneGraph git repository
waifu2x-ncnn-vulkan - waifu2x converter ncnn version, runs fast on intel / amd / nvidia / apple-silicon GPU with vulkan
Ogre 3D - scene-oriented, flexible 3D engine (C++, Python, C#, Java)
raylib - A simple and easy-to-use library to enjoy videogames programming