Google Test
bevy
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Google Test | bevy | |
---|---|---|
67 | 573 | |
33,091 | 32,210 | |
2.7% | 3.8% | |
8.3 | 9.9 | |
8 days ago | 4 days ago | |
C++ | Rust | |
BSD 3-clause "New" or "Revised" License | MIT OR Apache-2.0 |
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.
Google Test
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Creating k-NN with C++ (from Scratch)
cmake_minimum_required(VERSION 3.5) project(knn_cpp CXX) include(FetchContent) FetchContent_Declare( googletest GIT_REPOSITORY https://github.com/google/googletest.git GIT_TAG release-1.11.0 ) FetchContent_MakeAvailable(googletest) FetchContent_Declare(matplotplusplus GIT_REPOSITORY https://github.com/alandefreitas/matplotplusplus GIT_TAG origin/master) FetchContent_GetProperties(matplotplusplus) if(NOT matplotplusplus_POPULATED) FetchContent_Populate(matplotplusplus) add_subdirectory(${matplotplusplus_SOURCE_DIR} ${matplotplusplus_BINARY_DIR} EXCLUDE_FROM_ALL) endif() function(knn_cpp_test TEST_NAME TEST_SOURCE) add_executable(${TEST_NAME} ${TEST_SOURCE}) target_link_libraries(${TEST_NAME} PUBLIC matplot) aux_source_directory(${CMAKE_CURRENT_SOURCE_DIR}/../lib LIB_SOURCES) target_link_libraries(${TEST_NAME} PRIVATE gtest gtest_main gmock gmock_main) target_include_directories(${TEST_NAME} PRIVATE ${CMAKE_CURRENT_SOURCE_DIR} ${CMAKE_CURRENT_SOURCE_DIR}/../) target_sources(${TEST_NAME} PRIVATE ${LIB_SOURCES} ) include(GoogleTest) gtest_discover_tests(${TEST_NAME}) endfunction() knn_cpp_test(LinearAlgebraTest la_test.cc) knn_cpp_test(KnnTest knn_test.cc) knn_cpp_test(UtilsTest utils_test.cc)
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Starting with C
Okay, time to start unit tests!!! We will use Unity Test Framework to do unit testing. It is one of widely used testing frameworks alongside with Check, Google Test etc. Just downloading source code, and putting it to the project folder is enough to make it work (that is also why it is portable).
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Just in case: Debian Bookworm comes with a buggy GCC
Updating GCC (it happened to GoogleTest).
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Automatically run tests, formatters & linters with CI!
Roy's project uses Google Test, a C++ testing framework. His testing setup is similar to mine as we both keep source files in one directory and tests in another. The key difference is that I can run the tests using the Visual Studios run button. It was fairly easy to write the new tests as there were existing ones that I could reference to check the syntax!
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C++ Unit Testing Using Google Test - My Experience
The Google Test Documentation provides a primer for first-time users. The primer introduces some basic concepts and terminology, some of which I've been able to learn for this lab exercise.
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Basic C++ Unit Testing with GTest, CMake, and Submodules
> git submodule add https://github.com/google/googletest.git > git submodule update --init --recursive
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VS code + cmake + gtest?
cmake_minimum_required(VERSION 3.14) project(my_project) # GoogleTest requires at least C++14 set(CMAKE_CXX_STANDARD 14) set(CMAKE_CXX_STANDARD_REQUIRED ON) include(FetchContent) FetchContent_Declare( googletest URL https://github.com/google/googletest/archive/03597a01ee50ed33e9dfd640b249b4be3799d395.zip ) # For Windows: Prevent overriding the parent project's compiler/linker settings set(gtest_force_shared_crt ON CACHE BOOL "" FORCE) FetchContent_MakeAvailable(googletest) enable_testing() add_executable( hello_test hello_test.cpp ) target_link_libraries( hello_test GTest::gtest_main ) include(GoogleTest) gtest_discover_tests(hello_test)
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FetchContent with Multiple URLs
FetchContent\_Declare(googletestGIT\_REPOSITORY [[email protected]](mailto:[email protected]):googletest.git [https://github.com/google/googletest.git](https://github.com/google/googletest.git)GIT\_TAG release-1.12.1)FetchContent\_MakeAvailable(googletest)
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CI/CD pipelines for embedded
Not sure about CppUnit but I can speak to my previous experience using the googletest framework which compiles your tests to an executable, and since it's a very simple framework we were able to cross-compile and run directly on our device. We just had to hook up a device to the server that was running the CI so it could flash it when needed. That basically meant that our process was:
- Basic CMake question regarding subdirectories
bevy
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Web Game Engines and Libraries
Missing one of the best choices as long as "maturity" isn't on the top of your list: Bevy - https://bevyengine.org/
Game engine written in Rust, leveraging ECS in almost every place and way, with a really capable WASM export option. Wrestling ECS for the first time might take you some time, but in my experience helps you keep game code as clean and decoupled as game code could be.
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3D and 2D: Testing out my cross-platform graphics engine
I don't see WASM/WebGPU changing anything when it comes to gaming, as an industry, personally. 3d visualizations and interactive websites? Yeah definitely a nice improvement over WebGL 2, if years late.
WebGPU is pretty far behind what AAA games are using even as of 6 years ago. There's extra overhead and security in the WebGPU spec that AAA games do not want. Browsers do not lend themselves to downloading 300gb of assets.
Additionally, indie devs aren't using Steam for the technical capabilities. It's purely about marketshare. Video games are a highly saturated market. The users are all on Steam, getting their recommendations from Steam, and buying games in Steam sales. Hence all the indie developers publish to Steam. I don't see a web browser being appealing as a platform, because there's no way for developers to advertise to users.
That's also only indie games. AAA games use their own launchers, because they don't _need_ the discoverability from being on Steam. So they don't, and avoid the fees. If anything users _want_ the Steam monopoly, because they like the platform, and hate the walled garden launchers from AAA companies.
(I work on high end rendering features for the Bevy game engine https://bevyengine.org, and have extensive experience with WebGPU)
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What Are Const Generics and How Are They Used in Rust?
I was working through an example in the repo for the Bevy game engine recently and came across this code
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WebAssembly Playground
That's possible. I did spend quite a bit of time tinkering with compiler flags, and followed the recommendations.
Some notes I found just now seems to agree with my results, though: https://github.com/bevyengine/bevy/issues/3978#issuecomment-...
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Immediate Mode GUI Programming
I cannot recommend immediate mode GUI programming based on the limitations I've experienced working with egui.
egui does not support putting two widgets in the center of the screen: https://github.com/emilk/egui/issues/3211
It's really easy to get started with immediate mode, it's really easy to bust out some UI, but the second you start trying to involve dynamically resized context and responsive layouts -- abandon all hope. The fact it has to calculate everything in a single pass makes these things hard/impossible.
... that said, I'm still using it for https://ant.care/ (https://github.com/MeoMix/symbiants) because it's the best thing I've found. I'm crossing my fingers that Bevy's UI story (or Kayak https://github.com/StarArawn/kayak_ui) become significantly more fleshed out sooner rather than later. Bevy 0.13 should have lots more in this area though (https://github.com/bevyengine/bevy/discussions/9538)
- A minimal working Rust / SDL2 / WASM browser game
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ECS, Finally
I've also been enjoying building My First Game™ in Bevy using ECS. The community around Bevy really shines, but Flecs (https://github.com/SanderMertens/flecs) is arguably a more mature, open-source ECS implementation. You don't get to write in Rust, though, which makes it less cool in my book :)
I'm not very proud of the code I've written because I've found writing a game to be much more confusing than building websites + backends, but, as the author notes, it certainly feels more elegant than OOP or globals given the context.
I'm building for WASM and Bevy's parallelism isn't supported in that context (yet? https://github.com/bevyengine/bevy/issues/4078), so the performance wins are just so-so. Sharing a thread with UI rendering suuucks.
If anyone wants to browse some code or ask questions, feel free! https://github.com/MeoMix/symbiants
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Intel CEO: 'The entire industry is motivated to eliminate the CUDA market'
These days, some game engines have done pretty well at making compute shaders easy to use (such as Bevy [1] -- disclaimer, I contribute to that engine). But telling the scientific/financial/etc. community that they need to run their code inside a game engine to get a decent experience is a hard sell. It's not a great situation compared to how easy it is on NVIDIA's stack.
[1]: https://github.com/bevyengine/bevy/blob/main/examples/shader...
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Trying to write a game with mods loaded at runtime
This is the API you need: https://github.com/bevyengine/bevy/pull/9774
- Not only Unity...
What are some alternatives?
Catch - A modern, C++-native, test framework for unit-tests, TDD and BDD - using C++14, C++17 and later (C++11 support is in v2.x branch, and C++03 on the Catch1.x branch)
Amethyst - Data-oriented and data-driven game engine written in Rust
Boost.Test - The reference C++ unit testing framework (TDD, xUnit, C++03/11/14/17)
Godot - Godot Engine – Multi-platform 2D and 3D game engine
CppUTest - CppUTest unit testing and mocking framework for C/C++
Fyrox - 3D and 2D game engine written in Rust
CppUnit - C++ port of JUnit
piston - A modular game engine written in Rust
doctest - The fastest feature-rich C++11/14/17/20/23 single-header testing framework
RG3D - 3D and 2D game engine written in Rust [Moved to: https://github.com/FyroxEngine/Fyrox]
Unity Test API - Simple Unit Testing for C
specs - Specs - Parallel ECS