rive-wasm
The-Forge
rive-wasm | The-Forge | |
---|---|---|
2 | 34 | |
723 | 4,804 | |
3.0% | 1.4% | |
9.7 | 7.5 | |
7 days ago | about 1 month ago | |
JavaScript | C++ | |
MIT License | Apache License 2.0 |
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rive-wasm
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WebKit Switching to Skia for 2D Graphics Rendering
"I'm not sure if Rive's renderer is open source though."
I did not follow Rive yet (but will do now), but it seems the renderer is MIT licenced, here the wasm/js renderer:
https://github.com/rive-app/rive-wasm/blob/master/LICENSE
OPen source renderer would be the requirement for me to invest into it (not gonna fall for flash again).
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Guarding JS Objects with Proxy
Taking a look at a more real-world use case, a need came up in some recent work at Rive on the JS/WASM runtime. In this library, there are two objects of concern:
The-Forge
- WebKit Switching to Skia for 2D Graphics Rendering
- Not only Unity...
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Ask HN: Released games built on FOSS engines?
Oh, I forgot a few major ones:
https://github.com/ConfettiFX/The-Forge was used in No Man's Sky, Hades and Starfield.
https://github.com/jrouwe/JoltPhysics is the physics engine in Horizon Forbidden West.
- The Forge 1.53: Steam Deck support, dropped EASTL containers, docking imgui
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How many semaphores do really I need?
To my understanding, every source I've read says that this should cause issues, but in practice it doesn't. What gives? Did I miss something? Here are multiple examples using the latter approach.
- So this is very likely BGS first game to use DX12
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Amnesia TDD HPL2 refactor
This is a toy project that I've been working on for the past few months. Essentially, I've rewritten all the rendering code for the engine using BGFX. This means that all the fixed function OpenGL 1.2 code has been removed from the engine. BGFX supports OpenGL 3.3 and DirectX11, but there are still some rendering artifacts with DirectX11, so the engine still uses OpenGL when running on Windows. I've been considering switching to The Forge (https://github.com/ConfettiFX/The-Forge) if I want to have more control over the rendering pipeline. However, this is a complex topic with significant implications for the codebase. I've already done the hard work of eliminating clumsy abstractions in the engine and simplifying the render pipeline, so it's just a matter of deciding what direction I want to take.
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Looking for a C++ 2D/3D rendering engine/api.
The-Forge might fit:
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Some information about the Creation Kit changes for Starfield.
So, I'm not sure if it is widely known, that Starfield is going to be running on a lot of "The Forge." The creators of The Forge says it was added to Creation Kit in 2019. This will open a LOT of new systems for Bethesda games.
- SoLoud - Game Audio Engine ที่ใช้งานง่าย (มาก) และ opensource สำหรับ C++
What are some alternatives?
bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.
DiligentEngine - A modern cross-platform low-level graphics library and rendering framework
filament - Filament is a real-time physically based rendering engine for Android, iOS, Windows, Linux, macOS, and WebGL2
Veldrid - A low-level, portable graphics library for .NET.
VulkanSceneGraph - Vulkan & C++17 based Scene Graph Project
ImGui.NET - An ImGui wrapper for .NET.
vulkan-guide - Introductory guide to vulkan.
FlaxEngine - Flax Engine – multi-platform 3D game engine
ShaderGlass - Overlay for running GPU shaders on top of Windows desktop
ozz-animation - Open source c++ skeletal animation library and toolset
olcPixelGameEngine - The official distribution of olcPixelGameEngine, a tool used in javidx9's YouTube videos and projects
vulkan_best_practice_for_mobile_developers - Vulkan best practice for mobile developers