single_file_libs
stb
single_file_libs | stb | |
---|---|---|
12 | 164 | |
8,657 | 25,128 | |
- | - | |
0.0 | 6.4 | |
4 months ago | about 21 hours ago | |
C | ||
- | 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.
single_file_libs
- Package manager for single file libs?
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NASA ICER image compression algorithm as a C library
Yep: https://github.com/nothings/single_file_libs
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How do I structure a library in C?
Also sometimes I use only header (.h) with all functions included wrapped by #ifndef and #endif. When I use these? for code that I always reuse to simplify things and some data stucture handling (to implement dynamic arrays). A good example list of these (not mine) are https://github.com/nothings/single_file_libs
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I re-implemented the Servo library for fun :)
Also, there are many libraries that are much bigger (little list I found) but are implemented in a single header file.
- Any website that lists all the available libraries for C?
- Is it me or is C++ on an Arduino abstracted to the point where it's basically a scripting language?
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Is there a data structures library I can use with Raylib?
If others have a similiar problem, I found a great github page that has lots of single header libraries, including data structures.
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Designing Low Upkeep Software
> Like, why don't we just let projects be "done"? Things don't need to be maintained and updated for eternity.
This is generally why I opt for "single-file" libraries that do one simple task well. The smaller the library, the more likely it is "done". For example, do I want some insanely complex image library that handles every file format under the sun, or do I just want some basic one that allows me to output a simple JPEG?
I often find myself referring to "single_file_libs" repository: https://github.com/nothings/single_file_libs
Looking at the open issues, it doesn't appear to be actively maintained but it's still an incredibly good resource for "completed" projects.
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Subscription Based Games
Steamworks is the easy option, but if you're programming-savvy you could also use a networking library (some lists for C and C++: 1 2 3) to accomplish the same thing.
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Is there a simple and reliable static object loader out there?
Have a look at these. https://github.com/nothings/single_file_libs#geometry-file
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?
awesome-cpp - A curated list of awesome C++ (or C) frameworks, libraries, resources, and shiny things. Inspired by awesome-... stuff.
Vcpkg - C++ Library Manager for Windows, Linux, and MacOS
3DWorld - 3D Procedural Game Engine Using OpenGL
imgui-node-editor - Node Editor built using Dear ImGui
collapseos - Bootstrap post-collapse technology
ZXing - ZXing ("Zebra Crossing") barcode scanning library for Java, Android
awesome-c - A curated list of awesome C frameworks, libraries, resources and other shiny things. Inspired by all the other awesome-... projects out there.
freetype-gl - OpenGL text using one vertex buffer, one texture and FreeType
tinygltf - Header only C++11 tiny glTF 2.0 library
ImageMagick - 🧙♂️ ImageMagick 7
mu - Soul of a tiny new machine. More thorough tests → More comprehensible and rewrite-friendly software → More resilient society.
Cppcheck - static analysis of C/C++ code