|7 days ago||27 days ago|
|GNU General Public License v3.0 or later||BSD 3-clause "New" or "Revised" 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.
Looking for some Pro Android App Developers for some help
1 project | reddit.com/r/UTAustin | 12 Nov 2021
Android uses JNI to call native c functions to handle in scaling in pretty much any container derived from View. These C functions are provided by SKIA open source API. The specific function you're looking for is ScalePixels . They say that they use Bicubic in the comments
Using Flutter to build a native-looking desktop app for macOS and Windows
8 projects | news.ycombinator.com | 10 Nov 2021
Flutter is much closer to a "game engine" as it draws it's components using Skia  compared to e.g. React Native that creates platform native elements. So you are right, you won't get the underlying platform's widgets. Flutter should act as an intermediary and make this as frictionless as possible though so OS level changes will be propagated or exposed by Flutter or you app directly accesses them but I have no practical experiance in this.
This is not always so cut and dry awful as you might think though. The platform native widgets also have limitations and expectations that might not fit your vision of the app so even fully "native" apps might re-invent the wheel in a couple of places to make things work as they want. Also I've hardly ever come accross an application that works by just combining the basic platform widgets and not look and feel pretty basic.
Also cross platform apps not respecting e.g. Zoom, Resolution, Orientation, A11y, etc. is more often than not, just the developer's not implementing the required things. The framework might support all of these use-cases but not fully automatic in some cases.
WebKit: Introducing the layer based SVG engine
3 projects | news.ycombinator.com | 1 Nov 2021
Chrome uses Skia which AFAIK is GPU accelerated. Not sure about the SVG part though.
[ANN] Monomer, a GUI library for Haskell
11 projects | reddit.com/r/haskell | 9 Aug 2021
I took a look at using Skia, but the C bindings are marked as not stable and it does not look like an easy to distribute library (plus compiling it takes a long time).
What is the most lightweight 2D library written in kotlin, to use opengl ES2?
1 project | reddit.com/r/Kotlin | 3 Aug 2021
skr-canvas 0.1 released, drop in replacement for node-canvas. 0 system dependencies! 0 post install scripts! Support all active Node.js versions!
2 projects | reddit.com/r/node | 1 Aug 2021
https://skia.org/ is the 2D Graphics library which is used by Chrome/Firefox/Flutter/Android
Efficient, cross-platform graphics library?
5 projects | reddit.com/r/GraphicsProgramming | 29 Jun 2021
https://skia.org/ This is used by the sublime editor, so I think it'll match your use-case.
Make own GUI in C/C++
4 projects | reddit.com/r/AskProgramming | 27 Jun 2021
You could look into Skia (BSD), it's used in Chrome, Flutter, Firefox and I think LibreOffice also uses it for some platforms. The other big alternative I'm aware of is Cairo (LGPL).
2 projects | reddit.com/r/generative | 15 Jun 2021
I've been creating my own environment for generative art using SkiaSharp, which is a C# wrapper around the Skia 2D graphics library (https://skia.org).
How do browsers render input field? Do they use native apis like win32?
1 project | reddit.com/r/webdev | 6 Jun 2021
Most browsers use Skia, an open source c++ 2d library
What are some alternatives?
bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.
GLFW - A multi-platform library for OpenGL, OpenGL ES, Vulkan, window and input
Ogre 3D - scene-oriented, flexible 3D engine (C++, Python, C#, Java)
nanovg - Antialiased 2D vector drawing library on top of OpenGL for UI and visualizations.
OpenSceneGraph - OpenSceneGraph git repository
Open-Source Vulkan C++ API - Open-Source Vulkan C++ API
urho3d - Cross-platform 2D and 3D game engine
imgui - Dear ImGui: Bloat-free Graphical User interface for C++ with minimal dependencies