ozz-animation
magnum
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ozz-animation | magnum | |
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4 | 22 | |
2,257 | 4,658 | |
- | - | |
5.6 | 9.6 | |
6 days ago | 5 days ago | |
C++ | C++ | |
GNU General Public License v3.0 or later | GNU General Public License v3.0 or later |
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.
ozz-animation
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How are rust devs doing?
I really like the C++ ozz-animation library, and Rust doesn't have a good answer for it (yet! work is being done) It has a really great compressed animation data format that again is good for the web It also has a great runtime library for distributing animation calculations across separate cores
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What is a good absolutely minimalist game/rendering engine?
I'm not sure that even Sokol has animation support built in. The animation sample appears to use OZZ Animation, which could probably be used with the other rendering libraries too.
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Looking for help loading ASSIMP scenes with skinned meshes and animated bones correctly
http://guillaumeblanc.github.io/ozz-animation/ for animations
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Good resources for learning how to implement skeletal animation?
On the otherhand, if I was going to pull in some code/an existing animation system, I have been interested in messing with https://github.com/guillaumeblanc/ozz-animation. It is pretty cool. There is a separate runtime/engine code from whatever editor/asset management you use. I've been toying with the idea of maybe pulling it into Jedi Academy.
magnum
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Want to a 3D game without a game engine but not having to deal with opengl stuff ?
Magnum
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Good graphics engines to visualize my physics framework?
If you want something that gives you more control you could use magnum.
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100,000 subscriber celebration – Ask the Godot contributors anything!
Therefore, in terms of artist mindshare, Blender is the leading open source 3D creation program, but not the leading 3D creation program. I think Godot is already in a similar situation, and has been for a few years now. In comparison, most other open source game engines have focused on providing low-level functionality. These certainly fulfill a niche, but in my experience, most people want something that works at a higher level and comes with a built-in editor.
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Looking for a 2D/3D rendering layer for C++
Magnum is worth checking out.
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Simple light graphics library for c++?
Since you want something lightweight, I'll assume you mean the former. If that's the case, then checkout bgfx or Magnum. Magnum does include some extra features typically found in a graphics engine.
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Best C++ libraries for 2D game development
You could try Magnum it wraps SDL and others, but you might find it maybe too low-level. It's certainly not Love2D.
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Exceptions: Yes or No?
C++ is similar to C in that there are multiple "styles" of use that vary from project to project. Other, usually newer languages (C#, Python, Rust, etc) tend to have a stronger sense of what idioms should be used. Whereas, for instance, some C++ projects (like some GUI libraries and game/graphics engines) will partially/entirely replace the STL (and older ones may have been around before C++ had a standard library aside from C's), or forbid the use of certain C++ features (example).
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What is a good absolutely minimalist game/rendering engine?
Magnum Graphics
- C++ Game Engine - Which framework?
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Magnum: Lightweight, modular C++11 graphics middleware for games/visualization
> He has Vulkan support in here with a clearly marked file named Pipeline.cpp. The guy knows what a pipeline is...
There is a Vulkan API wrapper. However, there is no "Vk Renderer" -- no code seems to use the Vulkan parts of the code system, and the two projects seem unrelated.
> * Is this not a UBO interface?
There are ways of making a uniform buffer, however the examples don't cover them and the API doesn't adapt automatically. See how all of the setters assert if UBOs are enabled.
https://github.com/mosra/magnum/blob/cfc02599e54e02337dd56bb...
> * I don't see why you think there's limited support for multiple framebuffers...?
The code I do see is about binding/unbinding framebuffers in a stateful manner, e.g. AbstractFramebuffer::bind(), rather than supporting passes.
> None of your criticism seem well intentioned. It might behoove you to give people the benefit of the doubt and realize that you may be able to learn something from them, even if they're so clearly inferior to you.
To put it simply, I've taught enough graphics to know first-hand the kinds of misconceptions that OpenGL-styled APIs can cause, and I'm just a bit tired to see it continue. Admittedly I was a bit harsh, I don't mean any harm towards the author. There are just graphics APIs with interfaces I consider to be much better designed.
What are some alternatives?
OpenFBX - Lightweight open source FBX importer
bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.
assimp - The official Open-Asset-Importer-Library Repository. Loads 40+ 3D-file-formats into one unified and clean data structure.
Ogre 3D - scene-oriented, flexible 3D engine (C++, Python, C#, Java)
The-Forge - The Forge Cross-Platform Rendering Framework PC Windows, Steamdeck (native), Ray Tracing, macOS / iOS, Android, XBOX, PS4, PS5, Switch, Quest 2
OpenSceneGraph - OpenSceneGraph git repository
std-simd - std::experimental::simd for GCC [ISO/IEC TS 19570:2018]
GLFW - A multi-platform library for OpenGL, OpenGL ES, Vulkan, window and input
draco - Draco is a library for compressing and decompressing 3D geometric meshes and point clouds. It is intended to improve the storage and transmission of 3D graphics.
Cinder - Cinder is a community-developed, free and open source library for professional-quality creative coding in C++.
EveryCulling - This library integrates multiple culling methods into one library.
urho3d - Game engine