neanderthal
bgfx
neanderthal | bgfx | |
---|---|---|
5 | 71 | |
1,042 | 14,323 | |
0.0% | - | |
6.7 | 9.3 | |
11 days ago | 6 days ago | |
Clojure | C++ | |
Eclipse Public License 1.0 | BSD 2-clause "Simplified" License |
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neanderthal
- AI’s compute fragmentation: what matrix multiplication teaches us
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Having trouble setting up Neanderthal.
There is the official Hello World https://github.com/uncomplicate/neanderthal/tree/master/examples/hello-world
- Da li u Srbiji , generalno prostoru balkana , ima "Ozbiljnih" Open source kreatora?
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Anybody using Common Lisp or clojure for data science
Did you have any occasion to evaluate neanderthal during your research? People seem to prefer it over core.matrix because it focus on primitive speed and sticking to BLAS idioms (as well as offering a decent api for working with GPU backends via cuda and opencl). I am curious to see if you did and found anything lacking there. I have a project on the backburner to try and target neanderthal for local search stuff, expressing problems in a high-level API that can then be baked into some numerically-friendly representation for efficient execution. It's often easier (trivial) to express solution representations, neighborhood functions, and objectives/constraints in a general purpose language, of which none of the things we like (sparse data structures, dynamically allocated stuff) are amenable to the contiguous memory, primitive numeric model that the hardware wants.
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I want to quit my data analyst job and learn and become a Clojure developer
Do clojure as a side gig or in free time. Let day job pay the bills. If you can, maybe incorporate clojure into work job to solve small problems (https://github.com/clj-python/libpython-clj and https://github.com/scicloj/clojisr provide bridges to/from python and r). There is a lot of effort going into the data science side as well; the scicloj effort has resulted in a lot of growth over the last 2 years. tech.ml.dataset, tech.ml (now scicloj.ml). Dragan has a bunch of excellent stuff in neanderthal and deep diamond. There are also bindings to other jvm libraries from multiple languages.
bgfx
- WebKit Switching to Skia for 2D Graphics Rendering
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Is it possible and realistic to learn independent of an API?
Sort of, I'd recommend a modern higher level API. I'm not sure what the current recommended ones are (probably bgfx), but assuming the wrapper is "low level enough", then the concepts you learn are still going to apply.
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Ask HN: Released games built on FOSS engines?
https://github.com/bkaradzic/bgfx for just that FOSS intermediate rendering library (includes Minecraft)
- Valve Says Counter-Strike 2 for macOS Not Happening, There Aren't Enough Players
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The Ultimate Cross-Platform Rendering Engine?
BGFX: Pretty mature and easy to use with many backends.
- Cairo – Open-Source 2D Graphics Layer/API with Fonts and Many Back-Ends
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Best graphics libraries for game development that are compatible with Apple Metal API?
bgfx. I have not used it, but I have heard good things about it.
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LWJGL = SFML vs Allegro vs SDL vs Ogre vs ???
There's kind of a lack of this for C++ in 3D, I think it's often due to the necessity of a secondary scripting language in game engines with C++, which isn't necessarily needed in Java or C#. SFML is like that (but also 2D), Godot is similar (but more geared towards 2D). Ogre3D is an actual engine like I mentioned earlier, not sure how easy it is to use. Cocos2d is higher level, but is also 2D only. I'm not fond of SDL, it feels like a windowing library with slow old school immediate mode stuff attached, so it ends up not being good at the rest of the tacked on things. SDL is popular as a windowing library, and it's why you see it used everywhere (but the most notable uses of it aren't using their drawing capabilities), I often see bgfx thrown around, and for you it might be a good choice, though I have no experience with it.
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Is it a crazy idea to create a 3D operating system?
Another route could be using an abstraction over Vulkan (faster, more efficient, more difficult): bgfx, dawn, magma, or wgpu (Rust).
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The update we all want but will never get
now, java is actually quite a performant language and even if its not most of the performance bugs in mc are due to it being single threaded, inefficient chunk generation and optimizing, and it built ontop of opengl WHICH isn't much of a performance hit but its still ehh idk it doesn't matter that much (NOW SWITCHING THE GAME TO AN ENTIRELY DIFFERENT GRAPHICS API WOULD SUCK ASS TO DO (and vulkan is quite verbose :))) (AND also bgfx would probably be better due to it being an abstraction layer ontop of all the graphics apis so minecraft could target many depending on your platform (and also bedrock used to (or still does i dont know) use bgfx before they switched to just two (IF IM READING MC WIKI RIGHT BECAUSE IM NOT ENTIRELY SURE IF THEY USE BGFX STILL ?? SO THEY COULD STILL BE TARGETING MULTIPLE YET THEY JUST WROTE THEIR NEW SHIT BAD IDK))
What are some alternatives?
dtype-next - A Clojure library designed to aid in the implementation of high performance algorithms and systems.
GLFW - A multi-platform library for OpenGL, OpenGL ES, Vulkan, window and input
libpython-clj - Python bindings for Clojure
DiligentEngine - A modern cross-platform low-level graphics library and rendering framework
deep-diamond - A fast Clojure Tensor & Deep Learning library
magnum - Lightweight and modular C++11 graphics middleware for games and data visualization
numcl-benchmarks - benchmarks against numpy, julia
Ogre 3D - scene-oriented, flexible 3D engine (C++, Python, C#, Java)
magicl - Matrix Algebra proGrams In Common Lisp.
sokol - minimal cross-platform standalone C headers
qvm - The high-performance and featureful Quil simulator.
The-Forge - The Forge Cross-Platform Rendering Framework PC Windows, Steamdeck (native), Ray Tracing, macOS / iOS, Android, XBOX, PS4, PS5, Switch, Quest 2