mach-examples
angle
mach-examples | angle | |
---|---|---|
5 | 20 | |
88 | 3,250 | |
- | 1.4% | |
9.2 | 9.6 | |
2 months ago | 1 day ago | |
Zig | C++ | |
GNU General Public License v3.0 or later | 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.
mach-examples
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Learn WebGPU
Zig fits pretty naturally here too. We've got ~19 WebGPU examples[1] which use Dawn natively (no browser support yet), and we build it using Zig's build system so it 'just works' out of the box with zero fuss as long as you grab a recent Zig version[2]. No messing with cmake/ninja/depot_tools/etc.
WASM support in Zig, Rust, and C++ is also not equal. C++ prefers Emscripten which reimplements parts of popular libraries like SDL, for me personally that feels a bit weird as I don't want my compiler implementing my libraries / changing how they behave. Rust I believe generally avoids emscripten(?), but Zig for sure lets me target WASM natively and compile C/C++ code to it using the LLVM backend and soon the custom Zig compiler backend.
[1] https://github.com/hexops/mach-examples
[2] https://github.com/hexops/mach#supported-zig-version
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Mach (Zig) Adventures - Part 1
git clone --recursive https://github.com/hexops/mach-examples cd mach-examples/ zig build run-sprite2d
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Just found out about Zig and wonder what would be the best graphics library to pair with it?
Mach core (pretty much ready for use today): a modern alternative to e.g. SDL+OpenGL which gives you just a Window+Input+GPU. We have ~16 examples including texturing, PBR, deferred rendering, etc.
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Learning Modern 3D Graphics Programming
links to the github examples are all busted: https://github.com/hexops/mach-examples/tree/main/cubemap
- mach-examples: 15+ standalone Mach core examples (WebGPU, sysaudio, etc.)
angle
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Meta releases open source Intermediate Graphics Library which runs on top of Vulkan, Open GL, or Metal on multiple operating systems.
It's using MoltenVK on Mac for Vulkan compatibility, and ANGLE for OpenGL compatibility on Windows and Linux. Makes you wonder what it's actually doing itself.
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Appleās Game Porting Toolkit is Wine
Can't they use https://github.com/google/angle?
- can some help me setup OpenGL ES
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Learn WebGPU
BTW. For the last 15 years, all web browsers on Windows do WebGL on top of DirectX (using the Angle library https://github.com/google/angle).
- Game crashing when downloading additional content on Windows Subsystem for Android
- Exynos 2200, s22u, citra 3ds question
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Vulkan update: version 1.2 conformance for Raspberry Pi 4
You can still use OpenGL. Just not the vendor provided drivers. They are indeed horrible. There are libraries like:
* ANGLE ( https://github.com/google/angle ) - An OpenGL ES implementation with Direct3D 9, Direct3D 11, Desktop GL, GL ES, Vulkan and Metal backends. This is what we used to use for shipping our Qt 3D application, that used a bunch of OpenGL Shaders. We used to get bug reports about various shaders not working properly on various hardware. After switching to this, all those bug reports vanished.
* Zinc ( https://www.supergoodcode.com/do-not/ ) - A more recent, OpenGL implementation on top of Vulkan. I haven't used this one yet. But they are making a lot of progress and it is almost as performant as vendor provided OpenGL Drivers these days. So if I ever have to ship a desktop app, needing opengl, I'd strongly consider using this.
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Starting a new Project in 2022, Vulkan or OpenGL?
Another option if perf isn't a big concern is to try using Google's angle OpenGL ES 3.0 implementation, there's backends for it to be supported on Vulkan, Direct3D 11, and (work in progress) Metal. Disclosure, haven't tried it myself, just looking at their feature descriptions: https://github.com/google/angle
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Minimising input latency in OpenGL
I don't believe Chrome uses OpenGL directly- any OpenGL usage it does have (e.g. for WebGL) is actually going through ANGLE which translates it all to D3D on Windows.
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Need Help Downloading From GitHub
RTFM, have you read their instruction
What are some alternatives?
webassembly-canvas - Draw canvas using WASM
bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.
mach - zig game engine & graphics toolkit
ar_flutter_plugin - Flutter Plugin for AR (Augmented Reality) - Supports ARKit on iOS and ARCore on Android devices
LearnOpenGL - Code repository of all OpenGL chapters from the book and its accompanying website https://learnopengl.com
OpenGL-on-DXGI - How to use WGL_NV_DX_interop2 to use OpenGL in a DXGI window
score - ossia score, an interactive sequencer for the intermedia arts
wgpu-native - Native WebGPU implementation based on wgpu-core
zig - General-purpose programming language and toolchain for maintaining robust, optimal, and reusable software.
model_viewer.dart - A Flutter widget for rendering interactive 3D models in the glTF and GLB formats.
ArrayFire - ArrayFire: a general purpose GPU library.
swiftshader - SwiftShader is a high-performance CPU-based implementation of the Vulkan graphics API. Its goal is to provide hardware independence for advanced 3D graphics.