halley
GLFW
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halley | GLFW | |
---|---|---|
11 | 78 | |
3,474 | 12,205 | |
- | 1.9% | |
9.8 | 9.3 | |
7 days ago | 9 days ago | |
C++ | C | |
Apache License 2.0 | zlib 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.
halley
- Ask HN: Released games built on FOSS engines?
- A lightweight game engine written in modern C++
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Lightweight, C++ code-driven game engine in the style of Urho3D?
https://github.com/amzeratul/halley if you want 2D
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Console?
Given that the game is being written with their in-house engine called halley which supports consoles (was used for Wargroove), the answer is most likely yes.
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SDL, SFML, other libraries for game development in C++...?
Halley Engine - C++ Game engine used in Starbound, Wargroove and the Upcoming Witchbrook
- C++ Game Engine?
- Is there any Engine that is based on C++, can Export to consoles, and is good for 2D?
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Witchbrook FAQ
It was originally in another programming language called Rust, but the programmer that knew that program left. Amzertul made an amazing engine with Wargroove called halley and we felt that it would be perfect for WB. Focus was shifted to Wargroove for a while, and then witchbrook started to be recoded. At this time the artstyle was changed to isometric.
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AMA - We’re Pixpil, Shanghai-based indie team behind RPG adventure, Eastward. Grab your frying pans and ask us anything!
Not pixpil, but our own engine which we use to make pixel art titles is open source.
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What engine do you use and why did you choose it?
We used my own game engine (Halley) for both Wargroove & Witchbrook, no regrets at all! It's definitely a lot of work, but owning the entire stack gives you a lot of advantages. I posted a Twitter thread with my thoughts on the pros and cons a while ago, if you're interested.
GLFW
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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.
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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?
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Exploring Computer Graphics: Weekly Chronicle #1
GLFW: A library for window creation and managing user input.
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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...
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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.
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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.
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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
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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/
What are some alternatives?
awesome-cpp - A curated list of awesome C++ (or C) frameworks, libraries, resources, and shiny things. Inspired by awesome-... stuff.
SDL - Simple Directmedia Layer
CppGame - Game Library in Cpp
bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.
libSDL2pp - C++ bindings/wrapper for SDL2
glad - Multi-Language Vulkan/GL/GLES/EGL/GLX/WGL Loader-Generator based on the official specs.
raylib - A simple and easy-to-use library to enjoy videogames programming
Skia - Skia is a complete 2D graphic library for drawing Text, Geometries, and Images.
urho3d - Game engine
OpenSceneGraph - OpenSceneGraph git repository
Ogre 3D - scene-oriented, flexible 3D engine (C++, Python, C#, Java)