Partio
Open-Source Vulkan C++ API
Partio | Open-Source Vulkan C++ API | |
---|---|---|
1 | 36 | |
464 | 3,188 | |
0.4% | 1.3% | |
5.4 | 9.1 | |
11 months ago | 8 days ago | |
C | C++ | |
GNU General Public License v3.0 or later | Apache License 2.0 |
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Partio
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[Project] I dabble with VFX and want to try out neural-flow-style to stylise smoke sims. Where do I start?
- [Partio](https://github.com/wdas/partio)
Open-Source Vulkan C++ API
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what math is required?
It might be useful to maybe look at the Vulkan.hpp examples since you can do the same in about 200 lines of code. https://github.com/KhronosGroup/Vulkan-Hpp/blob/main/samples/15_DrawCube/15_DrawCube.cpp
- Vulkan-Hpp now provides C++20 module interface file
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How do you guys organize everything?
Wow that library looks amazing, I'll definitely be using it. Bonus that it's official from the Khronos Group. https://github.com/KhronosGroup/Vulkan-Hpp
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An idea to ease wrapping C libraries in C++.
Even auto-generated c++ wrappers like vulkan-hpp require lots of manual maintenance.
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Anybody know why V-EZ has not been updated in 5 years?
Ultimately I went with vulkan.hpp RAII bindings, even though that way also has some learning curve and I couldn't find any documentation other than the RAII programming guide. It's great for getting started, but could use a complementary auto-generated API doc. There are also decent programming samples, which really suck for getting started, but otherwise do a good job of presenting concepts they focus on. Putting the available resources together I was able to get a project going in two weekends.
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Using enum classes as bitmasks
This is exactly how the official Vulkan C++ API, Vulkan-Hpp does it. For the precise example mentioned in the blog post:
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Recommendations on how to start a small Vulkan project
Or the vulkan.hpp RAII samples would be a good place?
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What's the most hilarious use of operator overloading you've seen?
For a real-life example: consider the vk::raii namespace of Vulkan-Hpp, where the developers have posted examples. The vk::raii::su namespace has a bunch of free functions that one might think are associated with a Vulkan instance/object (in fact, the Vulkan Tutorial does implement them as member functions), but they are much nicer when used as pure functions. It keeps the class/struct definition itself nice and clean.
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Vulkan-HPP + Vulkan C API == Aliasing Bugs!
final c++17 draft (N4659) first post-publication draft after c++20 (N4868) vulkan-structs.hpp (containing the vk::ImageCreateInfo definition) VkImageCreateInfo struct
What are some alternatives?
OpenVDB - OpenVDB - Sparse volume data structure and tools
Ogre 3D - scene-oriented, flexible 3D engine (C++, Python, C#, Java)
Visualization Library - Visualization Library is a C++ middleware for high-performance 2D and 3D graphics applications based on OpenGL 1.x-4.x supporting Windows, Linux and Mac OS X.
GLFW - A multi-platform library for OpenGL, OpenGL ES, Vulkan, window and input
Ion - Ion
urho3d - Game engine
OpenSceneGraph - OpenSceneGraph git repository
Skia - Skia is a complete 2D graphic library for drawing Text, Geometries, and Images.
herebedragons - A basic 3D scene implemented with various engines, frameworks or APIs.
Irrlicht - An automatically updated mirror of the Irrlicht SVN repository on sourceforge
OpenSubdiv - An Open-Source subdivision surface library.