pub-dev
stb
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pub-dev | stb | |
---|---|---|
357 | 164 | |
763 | 25,071 | |
1.3% | - | |
9.7 | 6.7 | |
7 days ago | 9 days ago | |
Dart | C | |
BSD 3-clause "New" or "Revised" License | 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.
pub-dev
- Desenvolvendo um widget de upload com Flutter 🩵
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Build a Video Chat App with ConnectyCube Flutter SDK
where x.x.x is a latest version of the connectycube_sdk on pub.dev repository.
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10 Useful websites for flutter developers!
Link: pub.dev
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Are referenced packages compiled ?
I was trying to find out if a package that we create internally or pull from pub.dev is compiled and just added into the app or compiled and optimized when consumed by the app ?
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Is it safe?
I've never actually submitted anything to pub.dev and I'm not even sure what's involved.
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Flet is "The fastest way to build Flutter apps in Python" - it's not :(
Flutter is known for its reach ecosystem and availability of many high-quality libraries. There're over 38000 packages at pub.dev and none of those e are available to build UI in Flet.
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How would one go about implementing this into a FlutterFlow project?
I checked on pub.dev just in case, and it appears that you can do some interop with js already. So try this instead.
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Searching for the right tool for a text editing desktop app.
So, does Flutter provides what I need? Some functionalitty for checking word spelling with different languages would be really nice too. I found some HTMLs editors on the pub.dev. Some seems very nice, but I don't know about the red squiggle and that's important for me. I am no pro programmer, so it would be hard to me to implement this by myself. I'm looking at Qt as well, but the licensing seems a bit restrictive.
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Get notified when your pub dependancies have been updated
There is a lot of clicking around and typing to get info on updates to pub.dev dependancies you use in your flutter apps, so I built a flutter webapp to make it easier
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So, I published my first Flutter game. Here is a brief retrospective for myself and newbies like me.
Flutter is quite mature and handy, but the libraries sometimes are not as cool as advertised on pub.dev. Be careful while adding them, and PLEASE never add more than one library to pubspec at once. You'll regret it, I promise :)
stb
- Lessons learned about how to make a header-file library (2013)
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Nebula is an open-source and free-to-use modern C++ game engine
Have you considered not using an engine at all, in favor of libraries? There are many amazing libraries I've used for game development - all in C/C++ - that you can piece together:
* General: [stb](https://github.com/nothings/stb)
- STB: Single-file public domain libraries for C/C++
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Writing a TrueType font renderer
Great to see more accessible references on font internals. I have dabbled on this a bit last year and managed to have a parser and render the points of a glyph's contour (I stopped before Bezier and shape filling stuff). I still have not considered hinting, so it's nice that it's covered. What helped me was an article from the Handmade Network [1] and the source of stb_truetype [2] (also used in Dear ImGUI).
[1] https://handmade.network/forums/articles/t/7330-implementing....
[2] https://github.com/nothings/stb/blob/master/stb_truetype.h
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Capturing the WebGPU Ecosystem
So I read through the materials on mesh shaders and work graphs and looked at sample code. These won't really work (see below). As I implied previously, it's best to research/discuss these sort of matters with professional graphics programmers who have experience actually using the technologies under consideration.
So for the sake of future web searchers who discover this thread: there are only two proven ways to efficiently draw thousands of unique textures of different sizes with a single draw call that are actually used by experienced graphics programmers in production code as of 2023.
Proven method #1: Pack these thousands of textures into a texture atlas.
Proven method #2: Use bindless resources, which is still fairly bleeding edge, and will require fallback to atlases if targeting the PC instead of only high end console (Xbox Series S|X...).
Mesh shaders by themselves won't work: These have similar texture access limitations to the old geometry/tessellation stage they improve upon. A limited, fixed number of textures still must be bound before each draw call (say, 16 or 32 textures, not 1000s), unless bindless resources are used. So mesh shaders must be used with an atlas or with bindless resources.
Work graphs by themselves won't work: This feature is bleeding edge shader model 6.8 whereas bindless resources are SM 6.6. (Xbox Series X|S might top out at SM 6.7, I can't find an authoritative answer.) It looks like work graphs might only work well on nVidia GPUs and won't work well on Intel GPUs anytime soon (but, again, I'm not knowledgeable enough to say this authoritatively). Furthermore, this feature may have a hard dependency on using bindless to begin with. That is, I can't tell if one is allowed to execute a work graph that binds and unbinds individual texture resources. And if one could do such a thing, it would certainly be slower than using bindless. The cost of bindless is paid "up front" when the textures are uploaded.
Some programmers use Texture2DArray/GL_TEXTURE_2D_ARRAY as an alternative to atlases but two limitations are (1) the max array length (e.g. GL_MAX_ARRAY_TEXTURE_LAYERS) might only be 256 (e.g. for OpenGL 3.0), (2) all textures must be the same size.
Finally, for the sake of any web searcher who lands on this thread in the years to come, to pack an atlas well a good packing algorithm is needed. It's harder to pack triangles than rectangles but triangles use atlas memory more efficiently and a good triangle packing will outperform the fancy new bindless rendering. Some open source starting points for packing:
https://github.com/nothings/stb/blob/master/stb_rect_pack.h
https://github.com/ands/trianglepacker
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Www Which WASM Works
The STB headers are mostly built like that: https://github.com/nothings/stb
You could also add an optional 'convenience API' over the lower-level flexible-but-inconvenient core API, as long as core library can be compiled on its own.
In essence it's just a way to decouple the actually important library code from runtime environment details which might be better implemented outside the C/C++ stdlib.
It's already as simple as the stdlib IO functions not being asynchrononous while many operating systems provide more modern alternatives. For a specific type of library (such an image decoder) it's often better to delegate such details to the library user instead of circumventing the stdlib and talking directly to OS APIs.
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File for Divorce from LLVM
My stuff for instance:
https://github.com/floooh/sokol
...inspired by:
https://github.com/nothings/stb
But it's not so much about the build system, but requiring a separate C/C++ compiler toolchain (Rust needs this, Zig currently does not - unless the proposal is implemented).
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What C libraries do you use the most?
STB Libraries: https://github.com/nothings/stb
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[Noob Question] How do C programmers get around not having hash maps?
stb_ds is also very popular.
- Is there an existing multidimensional hash table implementation in C?
What are some alternatives?
serverpod - Serverpod is a next-generation app and web server, explicitly built for the Flutter and Dart ecosystem.
Vcpkg - C++ Library Manager for Windows, Linux, and MacOS
Flutter-HTML-Editor - A lightweight HTML-Richtext editor for Flutter
imgui-node-editor - Node Editor built using Dear ImGui
awesome-kotlin - A curated list of awesome Kotlin related stuff Inspired by awesome-java.
ZXing - ZXing ("Zebra Crossing") barcode scanning library for Java, Android
flutter-examples - This repository contains the Syncfusion Flutter UI widgets examples and the guide to use them.
freetype-gl - OpenGL text using one vertex buffer, one texture and FreeType
get_it - Get It - Simple direct Service Locator that allows to decouple the interface from a concrete implementation and to access the concrete implementation from everywhere in your App. Maintainer: @escamoteur
ImageMagick - 🧙♂️ ImageMagick 7
Free-RASP-Community - SDK providing app protection and threat monitoring for mobile devices, available for Flutter, Cordova, Android and iOS.
Cppcheck - static analysis of C/C++ code