minifb
deadfrog-lib
minifb | deadfrog-lib | |
---|---|---|
10 | 2 | |
925 | 12 | |
- | - | |
2.8 | 8.1 | |
8 months ago | 7 days ago | |
C | C++ | |
MIT License | MIT License |
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minifb
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creating a free, fast and simple digital painting software (not planned UI/UX yet)
I would also recommend looking into SDL2 or MiniFB for cross-platform support, as not everyone uses X11.
- Minimal Cross-Platform Graphics
- MiniFB: Cross-Platform Rendering Library
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graphics library for setting pixels on screen
MiniFB is what you want for this.
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Best way to write a cross-platform graphical program in C while using only bare minimum third-party libraries?
MiniFB maybe?
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eBook Gentle Introduction to Assembly Language (AARCH64)
But you can have a skeleton program that sets up framebuffer for you (e.g. with minifb or TIGR), then link it that skeleton with your code (in assembly or whatever you prefer).
- The joy of building a ray tracer, for fun, in Rust
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native web-api graphics (live, not image)
I also saw minifb, which seems like a really to-the-point way to get a buffer I can draw to., so I guess I will go in that direction (rust lib, make FFI bindings for deno, etc.)
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Can I make graphics without any libraries?
If you just want to push pixel data to a frame buffer then I can highly recommend minifb. MIT licensed, Supports a lot of platforms, and it’s about as simple as you can get. It also handles input if you need it, too.
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Best libraries for making a raycaster in C
I think this library will fit your goals: https://github.com/emoon/minifb
deadfrog-lib
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Minimal Cross-Platform Graphics
I think the Xlib dependency would prevent compilation as an αpε. I put some effort into doing X11 from scratch (without Xlib or Xcb) to make this possible. Or at least, my aim was to be able to build with musl libc and generate a single executable that would run on many different Linuxes.
https://github.com/abainbridge/deadfrog-lib/blob/master/src/.... It is janky though.
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EndBASIC
Having a bitmap in normal system memory that we can write to the window or screen is easy though and should be more widely supported. Once you've got that you can write pixels, lines, rectangles, mandlebrots etc very easily and building up to a GUI toolkit is also quite easy and fun. This mechanism is fast enough for pretty much everything other than games on modern hardware.
I consider GPU acceleration a form of premature optimization - it adds complexity unnecessarily in many cases.
Here's my library for doing that on Windows and X11. https://github.com/abainbridge/deadfrog-lib
What are some alternatives?
winit - Window handling library in pure Rust
zigzag
SDL - Simple Directmedia Layer
tigr - TIGR - the TIny GRaphics library for Windows, macOS, Linux, iOS and Android.
raytracer-exp - A simple raytracer built as an exercise to learn some Rust
olive.c - Simple 2D Graphics Library for C
microui - A tiny immediate-mode UI library
pixie - Pixie - a minimal, cross-platform pixel framebuffer library for Windows and macOS.
libtcod - A collection of tools and algorithms for developing traditional roguelikes. Such as field-of-view, pathfinding, and a tile-based terminal emulator.
deno-canvas - Canvas API for Deno, ported from canvaskit-wasm (Skia).
deno_sdl2 - SDL2 module for Deno
deno-minifb - Deno wrapper around minifb, for making a framebuffer you can draw pixels to