|25 days ago||2 days ago|
|BSD 3-clause "New" or "Revised" License||zlib 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.
Looking for some Pro Android App Developers for some help
1 project | reddit.com/r/UTAustin | 12 Nov 2021
Android uses JNI to call native c functions to handle in scaling in pretty much any container derived from View. These C functions are provided by SKIA open source API. The specific function you're looking for is ScalePixels . They say that they use Bicubic in the comments
Using Flutter to build a native-looking desktop app for macOS and Windows
8 projects | news.ycombinator.com | 10 Nov 2021
Flutter is much closer to a "game engine" as it draws it's components using Skia  compared to e.g. React Native that creates platform native elements. So you are right, you won't get the underlying platform's widgets. Flutter should act as an intermediary and make this as frictionless as possible though so OS level changes will be propagated or exposed by Flutter or you app directly accesses them but I have no practical experiance in this.
This is not always so cut and dry awful as you might think though. The platform native widgets also have limitations and expectations that might not fit your vision of the app so even fully "native" apps might re-invent the wheel in a couple of places to make things work as they want. Also I've hardly ever come accross an application that works by just combining the basic platform widgets and not look and feel pretty basic.
Also cross platform apps not respecting e.g. Zoom, Resolution, Orientation, A11y, etc. is more often than not, just the developer's not implementing the required things. The framework might support all of these use-cases but not fully automatic in some cases.
WebKit: Introducing the layer based SVG engine
3 projects | news.ycombinator.com | 1 Nov 2021
Chrome uses Skia which AFAIK is GPU accelerated. Not sure about the SVG part though.
[ANN] Monomer, a GUI library for Haskell
11 projects | reddit.com/r/haskell | 9 Aug 2021
I took a look at using Skia, but the C bindings are marked as not stable and it does not look like an easy to distribute library (plus compiling it takes a long time).
What is the most lightweight 2D library written in kotlin, to use opengl ES2?
1 project | reddit.com/r/Kotlin | 3 Aug 2021
skr-canvas 0.1 released, drop in replacement for node-canvas. 0 system dependencies! 0 post install scripts! Support all active Node.js versions!
2 projects | reddit.com/r/node | 1 Aug 2021
https://skia.org/ is the 2D Graphics library which is used by Chrome/Firefox/Flutter/Android
Efficient, cross-platform graphics library?
5 projects | reddit.com/r/GraphicsProgramming | 29 Jun 2021
https://skia.org/ This is used by the sublime editor, so I think it'll match your use-case.
Make own GUI in C/C++
4 projects | reddit.com/r/AskProgramming | 27 Jun 2021
You could look into Skia (BSD), it's used in Chrome, Flutter, Firefox and I think LibreOffice also uses it for some platforms. The other big alternative I'm aware of is Cairo (LGPL).
2 projects | reddit.com/r/generative | 15 Jun 2021
I've been creating my own environment for generative art using SkiaSharp, which is a C# wrapper around the Skia 2D graphics library (https://skia.org).
How do browsers render input field? Do they use native apis like win32?
1 project | reddit.com/r/webdev | 6 Jun 2021
Most browsers use Skia, an open source c++ 2d library
How to make your own game engine (and why)
1 project | reddit.com/r/gamedev | 12 Nov 2021
SDL is great, yes. I just want to mention that glfw is also an option if you're using OpenGL or Vulkan. I used it this time around because I had used SDL in the past for another engine and had the desire to use something different for no other reason than exposure. Things aren't very different and I don't think switching from one to another would be hard. It depends on implementation of course, as always.
Perfecting GLFW for Zig, and finding lurking undefined behavior that went unnot
Agreed. I think it was only a problem because of ubsan. I guess ubsan added checks to the generated code that looked at the value being shifted left 24 and saw that overflow occurred and therefore raised its undefined behaviour signal.
The code would never fail on a two's compliment machine. What ubsan is saying is that the rules of C don't guarantee this code to work - it only works because the overflow writes into the sign bit, which is where the next thing expected it to be anyway.
If the above is true, I don't think their "fix" helps: https://github.com/glfw/glfw/pull/1986/files. I would have thought that the important part is to change the longs to unsigned longs.
It's not actually shifting a char, because integer promotion happens first.
The (not yet merged) PR https://github.com/glfw/glfw/pull/1986 casts to signed long, which only avoids UB (is 64 bits) on 64-bit platforms which aren't Windows.
> Wouldn't it be better to cast to unsigned int or something similar (like uint32_t), since long can still be 32 bits? If the size of long and int is the same, wouldn't the cast as proposed in the PR be semantically identical to the current state?
[Handmade Network] How to write better (game) libraries
2 projects | reddit.com/r/C_Programming | 13 Sep 2021
Even if someone wants to use VS2008 for game development, it only took me a Google search to find https://github.com/glfw/glfw/blob/master/deps/vs2008/stdint.h which doesn't have any dependencies and a very permissive licence.
how do i include glfw in my code to make a window?
1 project | reddit.com/r/vscode | 31 Aug 2021
LibOS – Cross-platform OS features in C++
3 projects | reddit.com/r/cpp | 23 Aug 2021
You seem to have had a similar impetus as I had 20 years ago when I created GLFW (though with a slightly different focus).
Is there a way to get japanese text input in raylib?
1 project | reddit.com/r/raylib | 23 Aug 2021
Thanks for the detailed explanation. I'm afraid I didn't considered that use case for raylib and it would require some investigation to implement it... but raylib uses internally GLFW for desktop platforms and I've seen there is a related issue: https://github.com/glfw/glfw/issues/41 About IME support by the browser, it should be investigated. Feel free to open an issue on raylib GitHub for further investigation!
Massive trouble with GLFW header inclusion. Can someone help?
1 project | reddit.com/r/C_Programming | 3 Aug 2021
Looking at the actual code of the .h file, it looks pretty empty, and like it needs some extra files perhaps. For instance, functions are just filled with comments with some random explanations, so they are basically 1 line, which probably does nothing. Here you can take a look yourself on github.
Hey, I want start
6 projects | reddit.com/r/gameenginedevs | 1 Aug 2021
I would suggest using GLFW and Glad with C++ and use LearnOpenGL as a refrence
What are some alternatives?
SDL - Simple Directmedia Layer
bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.
glad - Multi-Language Vulkan/GL/GLES/EGL/GLX/WGL Loader-Generator based on the official specs.
OpenSceneGraph - OpenSceneGraph git repository
nanovg - Antialiased 2D vector drawing library on top of OpenGL for UI and visualizations.
Ogre 3D - scene-oriented, flexible 3D engine (C++, Python, C#, Java)
Open-Source Vulkan C++ API - Open-Source Vulkan C++ API