|7 days ago||9 months ago|
|GNU General Public License v3.0 or later||MIT 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.
Unified Shader Programming in C++
13 projects | news.ycombinator.com | 3 Oct 2021
Tool for visualizing simulation
2 projects | reddit.com/r/GraphicsProgramming | 2 Sep 2021
I looked far and wide and here's what I got: - OpenGL: It lets me do everything I want, but I also have to start from scratch (camera matrices, input handling, shader programming, etc). - Abstractions over OpenGL ((Cinder)[https://libcinder.org/] and (Magnum)[https://magnum.graphics/]): Easier to use when compared to pure OpenGL, but they still require a considerable amount of manual work to get them to show hair strands on screen. - Game engines: I still haven't tried any, but my concern is whether or not they would let me use my own code to do all the simulation (collision detection, movement computation, etc).
Looking for code only game engine
4 projects | reddit.com/r/opengl | 29 Mar 2021
Try Magnum, it provides all you need for bootstrapping a game in modern C++: https://magnum.graphics
Hitting a wall: the importance of learning without a game engine
2 projects | reddit.com/r/gameenginedevs | 26 Mar 2021
Magnum graphics is a pretty neat GL/Vk wrapper for abstracting away some of the graphics boilerplate. Using it now and while I do sometimes miss writing GL directly, it keeps my code cleaner than it otherwise would be if I were allowed to write it all from scratch :P
Best Vulkan wrapper / low-level graphics library?
4 projects | reddit.com/r/GraphicsProgramming | 9 Feb 2021
(Sorry for a self-promo, hope that's fine.) If you don't mind being an early adopter and use something that's still undergoing heavy development and is not complete yet, I'm building a low-level Vulkan wrapper in Magnum. If you aren't familiar with Magnum yet, it's a C++11 library that has (among other things) a thin OpenGL/GLES/WebGL wrapper that removes the platform-specific extension hell and most of the boilerplate while still allowing you to work with the raw APIs if you need ... and the same is now being done for Vulkan.
What are some alternatives?
bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.
Ogre 3D - scene-oriented, flexible 3D engine (C++, Python, C#, Java)
OpenSceneGraph - OpenSceneGraph git repository
urho3d - Cross-platform 2D and 3D game engine
GLFW - A multi-platform library for OpenGL, OpenGL ES, Vulkan, window and input
OpenSubdiv - An Open-Source subdivision surface library.
Skia - Skia is a complete 2D graphic library for drawing Text, Geometries, and Images.
DirectXTK - The DirectX Tool Kit (aka DirectXTK) is a collection of helper classes for writing DirectX 11.x code in C++
Open-Source Vulkan C++ API - Open-Source Vulkan C++ API
Horde3D - Horde3D is a small 3D rendering and animation engine. It is written in an effort to create an engine being as lightweight and conceptually clean as possible.
glbinding - A C++ binding for the OpenGL API, generated using the gl.xml specification.