limine
stb
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limine | stb | |
---|---|---|
20 | 164 | |
1,584 | 25,071 | |
6.5% | - | |
9.5 | 6.7 | |
10 days ago | 14 days ago | |
C | C | |
BSD 2-clause "Simplified" 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.
limine
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It's far from clear how grub package updates work on Ubuntu
I assume this person meant to say `Limine'.
It's what I use for dualbooting Windows and Linux. It's really easy to Install, Use & Understand.
https://limine-bootloader.org/
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Limine a dog with fleas just died
They also publish a PHILOSOPHY.md page in their MS-source-git (github) that is, which is clearly offensive to us and many linux users:
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Problem loading GDT in a x86-64 kernel
I'm using Limine for bootloader, and in its documentation, in the Protocol page, we have:
- Limine is an advanced, portable, multiprotocol bootloader
- Looking for boot manager recommendations
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Getting the memory size with Limine
Hello! While reading the Limine protocol specification i noticed that it says that "all non-usable entries (including kernel/modules) are not guaranteed any alignment, nor is it guaranteed that they do not overlap other entries". How am I supposed to get the memory size then? If the memory map entries can overlap, then summing their lengths won't work. Any help is appreciated, thanks in advance.
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The *nix Compass
That's the Limine bootloader
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How do I make a bootloader that boots into a c kernel
It's way easier to use a pre-existing bootloader. I recommend Limine. It has it's own boot protocol that's designed for x86_64. You don't need any additional setup as it's already booted to long mode unlike Multiboot which needs you to switch to long mode since it's booted in protected mode. You can find an example kernel here.
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MaslOS
It uses Limine as the Bootloader but I used Ponchos OS Dev Playlist as a base.
- Is grub grub-efi lilo syslinux TOO MUCH - try Limine
stb
- Lessons learned about how to make a header-file library (2013)
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Nebula is an open-source and free-to-use modern C++ game engine
Have you considered not using an engine at all, in favor of libraries? There are many amazing libraries I've used for game development - all in C/C++ - that you can piece together:
* General: [stb](https://github.com/nothings/stb)
- STB: Single-file public domain libraries for C/C++
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Writing a TrueType font renderer
Great to see more accessible references on font internals. I have dabbled on this a bit last year and managed to have a parser and render the points of a glyph's contour (I stopped before Bezier and shape filling stuff). I still have not considered hinting, so it's nice that it's covered. What helped me was an article from the Handmade Network [1] and the source of stb_truetype [2] (also used in Dear ImGUI).
[1] https://handmade.network/forums/articles/t/7330-implementing....
[2] https://github.com/nothings/stb/blob/master/stb_truetype.h
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Capturing the WebGPU Ecosystem
So I read through the materials on mesh shaders and work graphs and looked at sample code. These won't really work (see below). As I implied previously, it's best to research/discuss these sort of matters with professional graphics programmers who have experience actually using the technologies under consideration.
So for the sake of future web searchers who discover this thread: there are only two proven ways to efficiently draw thousands of unique textures of different sizes with a single draw call that are actually used by experienced graphics programmers in production code as of 2023.
Proven method #1: Pack these thousands of textures into a texture atlas.
Proven method #2: Use bindless resources, which is still fairly bleeding edge, and will require fallback to atlases if targeting the PC instead of only high end console (Xbox Series S|X...).
Mesh shaders by themselves won't work: These have similar texture access limitations to the old geometry/tessellation stage they improve upon. A limited, fixed number of textures still must be bound before each draw call (say, 16 or 32 textures, not 1000s), unless bindless resources are used. So mesh shaders must be used with an atlas or with bindless resources.
Work graphs by themselves won't work: This feature is bleeding edge shader model 6.8 whereas bindless resources are SM 6.6. (Xbox Series X|S might top out at SM 6.7, I can't find an authoritative answer.) It looks like work graphs might only work well on nVidia GPUs and won't work well on Intel GPUs anytime soon (but, again, I'm not knowledgeable enough to say this authoritatively). Furthermore, this feature may have a hard dependency on using bindless to begin with. That is, I can't tell if one is allowed to execute a work graph that binds and unbinds individual texture resources. And if one could do such a thing, it would certainly be slower than using bindless. The cost of bindless is paid "up front" when the textures are uploaded.
Some programmers use Texture2DArray/GL_TEXTURE_2D_ARRAY as an alternative to atlases but two limitations are (1) the max array length (e.g. GL_MAX_ARRAY_TEXTURE_LAYERS) might only be 256 (e.g. for OpenGL 3.0), (2) all textures must be the same size.
Finally, for the sake of any web searcher who lands on this thread in the years to come, to pack an atlas well a good packing algorithm is needed. It's harder to pack triangles than rectangles but triangles use atlas memory more efficiently and a good triangle packing will outperform the fancy new bindless rendering. Some open source starting points for packing:
https://github.com/nothings/stb/blob/master/stb_rect_pack.h
https://github.com/ands/trianglepacker
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Www Which WASM Works
The STB headers are mostly built like that: https://github.com/nothings/stb
You could also add an optional 'convenience API' over the lower-level flexible-but-inconvenient core API, as long as core library can be compiled on its own.
In essence it's just a way to decouple the actually important library code from runtime environment details which might be better implemented outside the C/C++ stdlib.
It's already as simple as the stdlib IO functions not being asynchrononous while many operating systems provide more modern alternatives. For a specific type of library (such an image decoder) it's often better to delegate such details to the library user instead of circumventing the stdlib and talking directly to OS APIs.
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File for Divorce from LLVM
My stuff for instance:
https://github.com/floooh/sokol
...inspired by:
https://github.com/nothings/stb
But it's not so much about the build system, but requiring a separate C/C++ compiler toolchain (Rust needs this, Zig currently does not - unless the proposal is implemented).
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What C libraries do you use the most?
STB Libraries: https://github.com/nothings/stb
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[Noob Question] How do C programmers get around not having hash maps?
stb_ds is also very popular.
- Is there an existing multidimensional hash table implementation in C?
What are some alternatives?
uefiseven - An EFI loader that emulates int10h interrupts needed for booting Windows 7 under UEFI Class 3 systems.
Vcpkg - C++ Library Manager for Windows, Linux, and MacOS
Rufus - The Reliable USB Formatting Utility
imgui-node-editor - Node Editor built using Dear ImGui
toaruos - A completely-from-scratch hobby operating system: bootloader, kernel, drivers, C library, and userspace including a composited graphical UI, dynamic linker, syntax-highlighting text editor, network stack, etc.
ZXing - ZXing ("Zebra Crossing") barcode scanning library for Java, Android
uefi-elf-bootloader - UEFI ELF Bootloader example
freetype-gl - OpenGL text using one vertex buffer, one texture and FreeType
android_bootable_bootloader_edk2 - Android Boot Loader (abl) for SHIFTPHONES
ImageMagick - 🧙♂️ ImageMagick 7
edk2 - EDK II
Cppcheck - static analysis of C/C++ code