rust-sdl2
verdigris
rust-sdl2 | verdigris | |
---|---|---|
33 | 13 | |
2,617 | 623 | |
1.1% | 0.0% | |
6.9 | 1.5 | |
5 days ago | about 1 year ago | |
Rust | C++ | |
MIT License | GNU Lesser General Public License v3.0 only |
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rust-sdl2
- Nannou – An open-source creative-coding framework for Rust
- SDL2 issues
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SDL&C Or Wgpu&Rust, for Learning Graphics Programming ?
I don't think that SDL and WGPU are really comparable. You'd be better off comparing SDL to something like Notan or even the SDL bindings for Rust. That said, SDL will have vastly more learning resources than Wgpu or Notan or any Rust alternative. If you know and like rust you can probably use the resources with the Rust SDL bindings.
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Game Lib similar to LWJGL Pygame SDL
Those are 3 very different libraries. Are you looking for something in the middle, or do you want all of the features you described? For what it's worth, there's SLD2 bindings for Rust https://github.com/Rust-SDL2/rust-sdl2
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How would I connect renderer coded in C and logic coded in rust?
There's already a Rust binding for SDL2. See https://crates.io/crates/sdl2
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SDL2 vs Winit/Pixels/CPAL/etc. Is going "native" really worth it?
nope. https://github.com/Rust-SDL2/rust-sdl2/issues/884 emscripten target won't work yet either.
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I would like a simple, but abstracted, drawing library
it seems like what you are looking for is sdl2 bindings
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cannot borrow `renderer` as mutable more than once at a time
Dude. It's literally at most 50 lines of code, the entire project. What kind of documentation do you expect me to write? The library I'm using is this one. I don't know why you'd need to know anything about it since it's purely something that can appear literally anywhere, it's part of the language.
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C++ coders, why do you stick with the language?
*and* SDL2-sys *and* Rust-SDL2
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Hey Rustaceans! Got a question? Ask here! (21/2022)!
The SDL2 crate had something like this, and it's an option I'm considering. However, if possible, I'd prefer a different, simpler GUI library, so if there's an input-specialized crate out there that does this, I'd love it.
verdigris
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3rd Edition of Programming: Principles and Practice Using C++ by Stroustrup
This is overly dramatic. The "keywords" are just macros. If you don't want an additional preprocessor to generate code in a separate .cpp file from these macros, you can use https://github.com/woboq/verdigris
The concurrency model, object ownership and life cycle you are mentioning are not part of C++, those are just conventions in specific C++ user groups - Qt code compiles plain and simple with pretty much every conformant C++ compiler and that makes it as much C++ as anything else.
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Qt Creator 12 Released
There were a couple of attempts in that direction, but i haven't really seen them used in any production codebase.
https://woboq.com/blog/verdigris-qt-without-moc.html
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Will C++ ever get a standard GUI/2D Graphics library?
Is Moc for signals and slots still needed? Mind you, I haven't used Qt in 15 years, but I was sure I heard about some standard C++ way of building Qt apps without needing the MOC prebuild step (IIRC https://woboq.com/blog/verdigris-qt-without-moc.html).
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KDE Plasma development switches to Qt 6 tomorrow
Nope, Qt 6 still uses moc. I don't think modern C++ meta programming is quite capable of entirely replacing moc. The closest thing I'm aware of is [0], but it requires additional macros compared to what moc requires, and compilation speed can suffer. Chances are moc won't be dropped until full reflection lands, if ever, and even then if compilation speed is too bad I wouldn't be entirely surprised if moc remains.
[0]: https://github.com/woboq/verdigris
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[Cpp] Une assez grande liste de bibliothèques graphiques C ++
Verdigris
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[Weekly] What is everybody working on? Share your progress, discoveries, tips and tricks!
`QML_ELEMENT` support for Verdigris. https://github.com/woboq/verdigris/pull/99
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Carbon Language: An experimental successor to C++
> it's possible to do Qt without moc even in C++ with https://github.com/woboq/verdigris/, why wouldn't it be possible from D ?
You're talking about an entirely different thing. While OP was referring to the current state of D's ecosystem and the impact that missing key frameworks have on hindering adoption, you're arguing about the theoretical possibility of writing a framework with a language, which really does not address OP's point.
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GUI for software, not games, but lighter than Qt ?
And much more importantly, MOC specifically is a code generator which has a competitor without the code generation requirement. Fully compatible even. So no, sorry "Qt is bad because MOC" stopped being an argument years ago (if it ever was).
- C++ in the Linux kernel
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Qt Creator 6 released
But copperspice is not a better version: see the benchmark here: https://woboq.com/blog/verdigris-qt-without-moc.html
What are some alternatives?
winit - Window handling library in pure Rust
cpp-httplib - A C++ header-only HTTP/HTTPS server and client library
bevy - A refreshingly simple data-driven game engine built in Rust
WebSocket++ - C++ websocket client/server library
Amethyst - Data-oriented and data-driven game engine written in Rust
libcurl - A command line tool and library for transferring data with URL syntax, supporting DICT, FILE, FTP, FTPS, GOPHER, GOPHERS, HTTP, HTTPS, IMAP, IMAPS, LDAP, LDAPS, MQTT, POP3, POP3S, RTMP, RTMPS, RTSP, SCP, SFTP, SMB, SMBS, SMTP, SMTPS, TELNET, TFTP, WS and WSS. libcurl offers a myriad of powerful features
rust-sdl - SDL bindings for Rust
Proxygen - A collection of C++ HTTP libraries including an easy to use HTTP server.
raylib - A simple and easy-to-use library to enjoy videogames programming
libwebsockets - canonical libwebsockets.org networking library
Crayon - A small, portable and extensible game framework written in Rust.
nghttp2 - nghttp2 - HTTP/2 C Library and tools