nanovg
bgfx
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nanovg | bgfx | |
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15 | 59 | |
4,670 | 12,804 | |
- | - | |
0.0 | 9.1 | |
6 months ago | 7 days ago | |
C | C++ | |
zlib License | BSD 2-clause "Simplified" 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.
nanovg
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minimax — minimalist 3D game engine in Clojure
The "engine" is built on top of amazing https://www.lwjgl.org/ and https://github.com/bkaradzic/bgfx/, and UI system is baked by https://github.com/memononen/nanovg and https://github.com/facebook/yoga
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W4 Games formed to strengthen Godot ecosystem
NanoVG is the closest thing I came across when I had a similar quesiton: https://github.com/memononen/NanoVG
unfortunately it doesn't seem like it's getting steady updates now unlike the last time I checked. But I imagine it's pretty mature at this point. There also seem to be ports in Metal/DX11 if you didn't want to be stuck in OpenGL.
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Why are there so little Skia recources?
Also there's NanoVG if you really want a vector api in C, but don't need anti-aliased clipping.
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Advice for the next dozen Rust GUIs
Getting sufficient antialiasing quality for 2D graphics is difficult on GPUs. https://github.com/memononen/nanovg accomplishes this with GL2/GLES2 level hardware for most of the stuff one would want to render as part of a GUI. My project https://github.com/styluslabs/nanovgXC supports rendering arbitrary paths with exact coverage antialiasing, but requires GLES3.1 or GL4 level hardware for reasonable performance.
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Ask HN: Modern Alternatives to C
> to learn the 'nuts and bolts' of rendering
These nuts and bolts are very different between CPU and GPU. CPU-based libraries are painting pixels in bitmaps in system memory. Most GPU-based libraries are uploading indexed triangle meshes, and rendering them with weird shaders.
Worse, there're no good open source implementations of GPU-based ones. Microsoft ships an implementation as a part of OS (Direct2D) but it's not open source. Linux simply doesn't have an equivalent.
At least for initial versions, consider C interop with this https://github.com/memononen/nanovg It cuts a few corners (no cleartype for text, CPU overhead for repeated rendering of same static paths) but it's still good overall, simple, and easy to use.
> My only concern with C# is the cross compatibility
Works well on Linux, Windows and OSX, including ARM CPUs. Not sure about Android and iOS, never tested.
My largest concern with C# would be performance. Technically the language allows to code in any style, but most guides and examples are using OO-heavy one.
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Any good video tutorials on making a OS with a GUI?
In fact, if using a modern graphics pipeline with shaders, you will actually have to learn how to draw a single rectangle to your screen, and then use that knowledge to draw (anti-aliased) lines, rectangles, arcs, circles, ellipses, etc. too. For instance, have a look at https://www.cairographics.org/ https://github.com/vurtun/nuklear https://github.com/memononen/nanovg and https://github.com/nical/lyon. There are probably also tutorials on how to draw vectorized graphics using OpenGL, Vulkan, etc.
- So you want to write a GUI framework
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[ANN] Monomer, a GUI library for Haskell
What is your take on the underlying library NanoVG stating
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What is your own favorite C project?
In terms of other people's projects: stb, microui, and nanovg come to mind
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Creating a Custom QUI Toolkit from Scratch
My library uses nanovg, a canvas API on top of OpenGL, written in C and stb_truetype for font rasterization.
bgfx
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Best C++ Game Framework
I think if you're not going to use an existing game engine, it makes sense to learn OpenGL and implement things yourself, or use something with the explicit goal of being a rendering abstraction like bgfx. It's more of a time commitment though, and sfml is much simpler and easier to get started with.
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minimax — minimalist 3D game engine in Clojure
The "engine" is built on top of amazing https://www.lwjgl.org/ and https://github.com/bkaradzic/bgfx/, and UI system is baked by https://github.com/memononen/nanovg and https://github.com/facebook/yoga
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Just found out about Zig and wonder what would be the best graphics library to pair with it?
If you want juste a renderer, you can use BGFX, there is a zig binding that is not a third party.
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Cross platform low level graphics API suitable for game development?
Take a look at BGFX, sounds like its what you want. Its a cross platform graphics API that is low level like metal or opengl, however it treats opengl, metal, vulkan, etc as backends that u can compile to so you can write your code once and then compile to macos using metal as the backend, compile to web using webgl as the backend, compile for windows using directx as the backend etc etc. Its written in C++ but it has officially supported C bindings so you can use it with C no problem.
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rayllib vs bgfx - what is difference ?
bgfx:https://github.com/bkaradzic/bgfx
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Want to a 3D game without a game engine but not having to deal with opengl stuff ?
BGFX
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API of Graphics APIs
You can have a look at https://github.com/bkaradzic/bgfx
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How is Vulkan supposed to supersede OpenGL in practice?
There are still things like BGFX in active development and use. I think the bigger issue is that folks can never really agree on how things should be abstracted for a higher level API.
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Is there a list of resources which help to abstract over OpenGL and Vulkan, as their as their GLSL dialects? (DirectX and HLSL are also welcomed)
u/LtJax already mentioned the Sokol library, another somewhat popular cross-platform rendering library is bgfx.
Maybe this
What are some alternatives?
GLFW - A multi-platform library for OpenGL, OpenGL ES, Vulkan, window and input
magnum - Lightweight and modular C++11 graphics middleware for games and data visualization
Ogre 3D - scene-oriented, flexible 3D engine (C++, Python, C#, Java)
DiligentEngine - A modern cross-platform low-level graphics library and rendering framework
The-Forge - The Forge Cross-Platform Rendering Framework PC Windows, Linux, Ray Tracing, macOS / iOS, Android, XBOX, PS4, PS5, Switch, Quest 2
sokol - minimal cross-platform standalone C headers
Skia - Skia is a complete 2D graphic library for drawing Text, Geometries, and Images.
raylib - A simple and easy-to-use library to enjoy videogames programming
urho3d - Game engine
OpenSceneGraph - OpenSceneGraph git repository
vulkan-guide - Introductory guide to vulkan.