Skia
DirectXTK
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Skia | DirectXTK | |
---|---|---|
55 | 12 | |
8,614 | 2,480 | |
2.2% | 1.0% | |
9.9 | 7.6 | |
about 6 hours ago | 13 days ago | |
C++ | C++ | |
BSD 3-clause "New" or "Revised" License | MIT License |
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.
Skia
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Skia VS nitro-gl - a user suggested alternative
2 projects | 21 Aug 2023
- The Future of the Web Is VNC
- Cairo – Open-Source 2D Graphics Layer/API with Fonts and Many Back-Ends
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Lottie under the hood
Actually, that's not entirely accurate. The lottie-web library itself doesn't support rendering to WebGL. However, there is a package called canvaskit-wasm that wraps Skia (a graphics engine) with WebAssembly (wasm). This package includes a module called skottie which supports rendering animations into a WebGL surface. However, there is a drawback with this approach: using wasm requires loading a relatively large package, and it's uncertain whether all features are supported correctly, as the official compatibility table that tracks lottie support on different platforms does not include skottie.
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Widely-used graphics library
Skia is pretty great if you can get it running.
- Vivaldi 6.0 Web Browser Introduces Tab Workspaces and Custom Icons
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Due to popular demand, here’s part 2
The imgs are mainly used by Tencent QQ and Baidu Tieba users. QQ and Tieba compress imgs by default, so the popular imgs (in China we call them "屌图" or "表情包") would be compressed million of times during the spreading, causing the super low quality. These APPs on Android are using Skia for image processing, which suffering from a legendary bug: result would be more green. The bug was fixed in 2016: https://github.com/google/skia/commit/c7d01d3e1d3621907c27b283fb7f8b6e177c629d
- Leveraging Rust and the GPU to render user interfaces at 120 FPS
- How important is avoiding Blink/Chromium to you? And if not at all, why?
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Graphic Library for C
There’s also Skia by Google. Used by Android and Google Chrome.
DirectXTK
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I need help to make SSE Display Tweaks work.
LoadScreenAllow= LoadScreenBlock=All Note: In cases where only loadscreens with conditions are allowed, it is possible that none will show even if no others are available. LoadScreenFilter=false LoadScreenAllow= LoadScreenBlock=All Remove all lens flare from weather records. This is done in-memory and is not persistent. DisableWeatherLensFlare=false Disable actor fade when camera intersects the body. DisableActorFade=false Disable player fade when camera intersects the body. DisablePlayerFade=false [OSD] Enable the on-screen display. Enable=false InitiallyOn=true Comma separated list of displayed stats. fps - Framerate bare_fps - Just the framerate, no formatting frametime - Frametime bare_frametime - Just the frametime, no formatting counter - Frame counter vram - Video ram usage (used / budget) * all - Everything * Note that this line does not show total amount of memory available but rather the OS allocated budget which can vary based on how much is consumed by other applications. If usage exceeds the budget, you'll likely experience stuttering. Requires DXGI 1.4. Stats related to specific drivers are configured in their respective sections. Show=fps,vram How often the OSD updates (in seconds). UpdateInterval=0.3 Keys used used to toggle the OSD. ComboKey uses built-in constants, ToggleKey is a DX scan code (https://www.creationkit.com/index.php?title=Input\_Script) ComboKey: 1 - Left Shift 2 - Right Shift 3 - Left Control 4 - Right Control 5 - Left Alt 6 - Right Alt 7 - Left Win 8 - Right Win ComboKey=1 and ToggleKey=0xD2 is Left Shift + Insert ComboKey=1 ToggleKey=0xD2 Align the OSD. 1 - Top Left 2 - Top Right 3 - Bottom Left 4 - Bottom Right Align=1 OSD position offset (X Y). Offset=4 4 Font scale (X Y) Omit Y for uniform scaling Scale=1.0 0.9 Adjust font scale based on amount of lines drawn. AutoScale=true Scale font size based on window size. Size remains constant when resolution to window size ratio != 1, for example when playing at non-native resolutions. ScaleToWindow=true Set a custom font. You can generate bitmaps from fonts installed on your system with MakeSpriteFont. https://github.com/microsoft/DirectXTK/wiki/MakeSpriteFont Run the tool with /NoPremultiply and place files in Data\SKSE\Plugins\SDTFonts FontFile= Font and outline color (RGBA). Color=255 255 255 255 OutlineColor=0 0 0 255 Outline offset. OutlineOffset=1 "
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Xenia: Xbox 360 Emulator
XNA died when the people behind it left, thus the C++ side won once again, and DirectXTK was born as replacement.
https://walbourn.github.io/directxtk/
Years later they kind of sponsored Monogame, when they were recovering from XBox One mess,
https://news.xbox.com/en-us/2016/03/14/letter-chris-charla-i...
By the way, I think one of these episodes talks about the emulation, but I am not certain if it was on this podcast I heard about it.
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Need help converting wav files to XWB without the wav file names being changed
So for the past 8 hours, I've been trying to mod the music files for Bloons Monkey City. I converted some songs I wanted to use in BMC using audacity to wav and made sure to rename the files to the songs I wanted to replace. I used XWBtool to repackage the wav files into an XWB file, the file format BMC uses to store its music in. I used Foobar2000 to view the XMB file, and for whatever reason all the song names get changed to whatever the XWB file name is after repackaging them using XWBtool (I.e. The XWB's file name is whatever the first wav file XWBtool repackages. In my case, "WaveBank#1 (MCity_MvM)" is the first wav file that gets repackaged, so for whatever reason every other file also gets its names changed to "WaveBank#1 (MCity_MvM)," which is causing me a problem as BMC won't be able to read the other music files.).
- Flight Mechanics
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Learning DirectX 12 in 2023
DirectXTK 12 (includes SimpleMath and other goodies)
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Where can I learn directX
DirectXtutorial doesn't seem to have the greatest C++ code either. I would definitely use ComPtr.
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Where to start learning OpenGL or DirectX11 Graphics Programming with C++?
DirectXTK (basically XNA ported to C++, after it was dropped)
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Chrono Cross: The Radical Dreamers Edition - How to play with the new graphics BUT with the old fonts
Thank you for your reply, I make spritefont from this link https://github.com/microsoft/DirectXTK/wiki/SpriteFont but still cannot show the right font Maybe have to check parameter of old font
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I'm having a hard time staying committed to learning C++ and OpenGL for game development.
Because you get stuff like DirectXTK and PIX from the company that does the API, while on Khronos stuff you need to go hunting for comunity or GPU vendor specific tooling.
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How to handle multithreading in concept.
then check up this https://github.com/microsoft/DirectXTK/wiki/Getting-Started
What are some alternatives?
bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.
GLFW - A multi-platform library for OpenGL, OpenGL ES, Vulkan, window and input
nanovg - Antialiased 2D vector drawing library on top of OpenGL for UI and visualizations.
Open-Source Vulkan C++ API - Open-Source Vulkan C++ API
Irrlicht - An automatically updated mirror of the Irrlicht SVN repository on sourceforge
Atomic Game Engine - The Atomic Game Engine is a multi-platform 2D and 3D engine with a consistent API in C++, C#, JavaScript, and TypeScript
magnum - Lightweight and modular C++11 graphics middleware for games and data visualization
Ogre 3D - scene-oriented, flexible 3D engine (C++, Python, C#, Java)
imgui - Dear ImGui: Bloat-free Graphical User interface for C++ with minimal dependencies