stb VS imgui

Compare stb vs imgui and see what are their differences.

stb

stb single-file public domain libraries for C/C++ (by nothings)

imgui

Dear ImGui: Bloat-free Graphical User interface for C++ with minimal dependencies (by ocornut)
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stb imgui
164 351
25,128 55,870
- -
6.4 9.7
2 days ago 3 days ago
C C++
GNU General Public License v3.0 or later MIT License
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
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.

stb

Posts with mentions or reviews of stb. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2024-01-09.
  • Lessons learned about how to make a header-file library (2013)
    1 project | news.ycombinator.com | 28 Feb 2024
  • Nebula is an open-source and free-to-use modern C++ game engine
    6 projects | news.ycombinator.com | 9 Jan 2024
    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++
    4 projects | news.ycombinator.com | 6 Jan 2024
  • Writing a TrueType font renderer
    9 projects | news.ycombinator.com | 1 Jan 2024
    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

  • Capturing the WebGPU Ecosystem
    9 projects | news.ycombinator.com | 11 Nov 2023
    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

  • Www Which WASM Works
    2 projects | news.ycombinator.com | 24 Sep 2023
    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.

  • File for Divorce from LLVM
    9 projects | news.ycombinator.com | 29 Jun 2023
    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).

  • What C libraries do you use the most?
    4 projects | /r/C_Programming | 29 Jun 2023
    STB Libraries: https://github.com/nothings/stb
  • [Noob Question] How do C programmers get around not having hash maps?
    3 projects | /r/C_Programming | 22 Jun 2023
    stb_ds is also very popular.
  • Is there an existing multidimensional hash table implementation in C?
    4 projects | /r/C_Programming | 20 Jun 2023

imgui

Posts with mentions or reviews of imgui. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2024-04-06.
  • Using raylib with Dear ImGui: Game Dev Debugging UI
    5 projects | dev.to | 6 Apr 2024
    include(cmake/CPM.cmake) function(raylib_imgui_setup_dependencies) message(STATUS "Include Dear ImGui") FetchContent_Declare( ImGui GIT_REPOSITORY https://github.com/ocornut/imgui GIT_TAG 277ae93c41314ba5f4c7444f37c4319cdf07e8cf) # v1.90.4 FetchContent_MakeAvailable(ImGui) FetchContent_GetProperties(ImGui SOURCE_DIR IMGUI_DIR) add_library( imgui STATIC ${imgui_SOURCE_DIR}/imgui.cpp ${imgui_SOURCE_DIR}/imgui_draw.cpp ${imgui_SOURCE_DIR}/imgui_widgets.cpp ${imgui_SOURCE_DIR}/imgui_tables.cpp) target_include_directories(imgui INTERFACE ${imgui_SOURCE_DIR}) include(cmake/CPM.cmake) message(STATUS "Include dbg-macro") cpmaddpackage( "gh:sharkdp/dbg-macro#fb9976f410f8b29105818b20278cd0be0e853fe8" )# v0.5.1 message(STATUS "Include fmtlib") cpmaddpackage("gh:fmtlib/fmt#e69e5f977d458f2650bb346dadf2ad30c5320281" )# 10.x message(STATUS "Include raylib") cpmaddpackage("gh:raysan5/raylib#ae50bfa2cc569c0f8d5bc4315d39db64005b1b0" )# v5.0 message(STATUS "Include spdlog") cpmaddpackage("gh:gabime/spdlog#7c02e204c92545f869e2f04edaab1f19fe8b19fd" )# v1.13.0 message(STATUS "Include rlImGui") FetchContent_Declare( rlImGui GIT_REPOSITORY https://github.com/raylib-extras/rlImGui GIT_TAG d765c1ef3d37cf939f88aaa272a59a2713d654c9) FetchContent_MakeAvailable(rlImGui) FetchContent_GetProperties(rlImGui SOURCE_DIR RLIMGUI_DIR) add_library(rlimgui STATIC ${rlimgui_SOURCE_DIR}/rlImgui.cpp) target_link_libraries(rlimgui PRIVATE imgui raylib) target_include_directories(rlimgui INTERFACE ${rlimgui_SOURCE_DIR}) endfunction()
  • Ask HN: Fastest cross-platform GUI stack/strategy
    3 projects | news.ycombinator.com | 18 Mar 2024
  • Immediate Mode GUI Programming
    15 projects | news.ycombinator.com | 15 Jan 2024
    Immediate mode is a fuzzy concept, as witnessed by this writeup: https://github.com/ocornut/imgui/wiki/About-the-IMGUI-paradi...
  • Nebula is an open-source and free-to-use modern C++ game engine
    6 projects | news.ycombinator.com | 9 Jan 2024
  • Black Triangles
    1 project | news.ycombinator.com | 26 Dec 2023
    It's fun to see the evolution in e.g. these examples of image loading for Dear Imgui:

    https://github.com/ocornut/imgui/wiki/Image-Loading-and-Disp...

    DirectX9 will even load the image for you, DirectX11 okay we get a few more structures to fill out, DirectX12 is where it goes off the rails and we are filling out a bunch of UNKNOWN DONT_CARE JUST_DO_IT. Then of course Vulkan is the one that gets the big fat "this probably won't actually work for you" warning.

    I understand whats happening, but you know sometimes I just want to display a fucking image.

  • Dear ImGui: Bloat-free Graphical User interface with minimal dependencies
    10 projects | news.ycombinator.com | 20 Dec 2023
    ImGui is engine/GPU agnostic

    Themeing isn't a just a retained mode thing, you can do wonders with immediate UIs, even thought (dear)ImGui doesn't provide much, you can still do wonders: https://github.com/ocornut/imgui/issues/707#issuecomment-362...

    More on that topic: https://www.youtube.com/watch?v=Z1qyvQsjK5Y

  • Where do I start to learn C++ for a game development
    2 projects | /r/gamedev | 10 Dec 2023
    Bonus: If you want to make desktop app with UI, then this is another great C++ library and it's also simple to learn as well. https://github.com/ocornut/imgui.
  • GUI library for fast prototyping
    3 projects | /r/rust | 6 Dec 2023
    AFAIK the Rust equivalent to C++'s Dear ImGui is egui.
  • Stretching myself thin with Dear ImGui projects
    2 projects | dev.to | 28 Nov 2023
    They use a Dear ImGui, a C++ GUI library.
  • PCSX2 Disables Wayland Support
    7 projects | news.ycombinator.com | 26 Nov 2023
    Aside from bugs and driver issues, Wayland has some unfortunate design limitations. For example, Dear ImGui multi-viewports don't work because "Wayland doesn't let application read or write windows positions."

    https://github.com/ocornut/imgui/wiki/Multi-Viewports

    This is a feature available on Windows, macOS, and of course X11. Making choices like this means desktop Linux becomes even more of a weird island that nobody wants to support.

What are some alternatives?

When comparing stb and imgui you can also consider the following projects:

Vcpkg - C++ Library Manager for Windows, Linux, and MacOS

wxWidgets - Cross-Platform C++ GUI Library

imgui-node-editor - Node Editor built using Dear ImGui

nuklear - A single-header ANSI C immediate mode cross-platform GUI library

ZXing - ZXing ("Zebra Crossing") barcode scanning library for Java, Android

NanoGUI - Minimalistic GUI library for OpenGL

freetype-gl - OpenGL text using one vertex buffer, one texture and FreeType

GTK+ - Read-only mirror of https://gitlab.gnome.org/GNOME/gtk

ImageMagick - 🧙‍♂️ ImageMagick 7

egui - egui: an easy-to-use immediate mode GUI in Rust that runs on both web and native

Cppcheck - static analysis of C/C++ code

CEGUI