std-simd
ozz-animation
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std-simd | ozz-animation | |
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9 | 4 | |
544 | 2,257 | |
0.2% | - | |
1.1 | 5.6 | |
about 1 year ago | 4 days ago | |
C++ | C++ | |
GNU General Public License v3.0 or later | 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.
std-simd
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A proposal for the next version of C [pdf]
neither proposing nor taking a position on this possible addition)
> ... For completeness we would also like to add that a serious issue is that C still lacks vector operations.
Those are good points. The authors don't take a stance on it, but I do think that syntax for packed structs should be standardized. IMO, so should syntax for inline assembly (both as optional features). These are already common extensions; this is exactly what they should standardize. The additions of "typeof" and #embed are also good examples of this (they had been talking about adding #embed since 1995 [1]).
As for vector instructions, I'm unsure how it could be implemented in a standard way, but I'm not against it. Maybe something like this [2], but with the syntax changed for C instead of C++.
[1]: https://groups.google.com/g/comp.std.c/c/zWFEXDvyTwM
[2]: https://github.com/VcDevel/std-simd
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SIMD Everywhere Optimization from ARM Neon to RISC-V Vector Extensions
Interesting, thanks for sharing :)
At the time we open-sourced Highway, the standardization process had already started and there were some discussions.
I'm curious why stdlib is the only path you see to default? Compare the activity level of https://github.com/VcDevel/std-simd vs https://github.com/google/highway. As to open-source usage, after years of std::experimental, I see <200 search hits [1], vs >400 for Highway [2], even after excluding several library users.
But that aside, I'm not convinced standardization is the best path for a SIMD library. We and external users extend Highway on a weekly basis as new use cases arise. What if we deferred those changes to 3-monthly meetings, or had to wait for one meeting per WD, CD, (FCD), DIS, (FDIS) stage before it's standardized? Standardization seems more useful for rarely-changing things.
1: https://sourcegraph.com/search?q=context:global+std::experim...
2: https://sourcegraph.com/search?q=context:global+HWY_NAMESPAC...
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SIMD intrinsics and the possibility of a standard library solution
std-simd - 451 GH stars
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Optimizing compilers reload vector constants needlessly
Bad news. For SIMD there are not cross-platform intrinsics. Intel intrinsics map directly to SSE/AVX instructions and ARM intrinsics map directly to NEON instructions.
For cross-platform, your best bet is probably https://github.com/VcDevel/std-simd
There's https://eigen.tuxfamily.org/index.php?title=Main_Page But, it's tremendously complicated for anything other than large-scale linear algebra.
And, there's https://github.com/microsoft/DirectXMath But, it has obvious biases :P
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SPO 600 project part 3 - Analysis
But after I worked with auto-vectorization(I wrote about that in part 2), I decided to switch and try myself by adding intrinsics if I was able. You can track my progress here:https://github.com/VcDevel/std-simd/pull/35
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SPO600 project part 2
STD-SIMD it's almost the same project I was working, but a bit advance https://github.com/VcDevel/std-simd.
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The Efficiency of Multithreaded Loops
If you are worried about Intel vs Arm vs whatever, use https://github.com/VcDevel/std-simd
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Thriving in a Crowded and Changing World: C++ 2006–2020 [pdf]
or https://github.com/KhronosGroup/Vulkan-Hpp which help quite a bit. Or https://github.com/VcDevel/std-simd.
If you want GUIs, same, you have at least (but not only) Qt or WxWidgets.
Want to interface scripting? Pybind11, Boost.Python, WrenBind17 for Wren, Sol2 for Lua... and all things that interface to C work also if you feel brave...
I really think that when it is about getting the job done... C++ goes a long way towards the task.
This is my 20 year experience of C++, almost 13 of those years professionally. Now, back to read the paper. :)
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All C++20 core language features with examples
... I just checked your link and wouldn't say that any of these languages have SIMD more than C++ has it currently -
- Java: incubation stage (how is that different from https://github.com/VcDevel/std-simd). Also Java is only getting it soonish for... amd64 and aarch64 ??
ozz-animation
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How are rust devs doing?
I really like the C++ ozz-animation library, and Rust doesn't have a good answer for it (yet! work is being done) It has a really great compressed animation data format that again is good for the web It also has a great runtime library for distributing animation calculations across separate cores
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What is a good absolutely minimalist game/rendering engine?
I'm not sure that even Sokol has animation support built in. The animation sample appears to use OZZ Animation, which could probably be used with the other rendering libraries too.
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Looking for help loading ASSIMP scenes with skinned meshes and animated bones correctly
http://guillaumeblanc.github.io/ozz-animation/ for animations
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Good resources for learning how to implement skeletal animation?
On the otherhand, if I was going to pull in some code/an existing animation system, I have been interested in messing with https://github.com/guillaumeblanc/ozz-animation. It is pretty cool. There is a separate runtime/engine code from whatever editor/asset management you use. I've been toying with the idea of maybe pulling it into Jedi Academy.
What are some alternatives?
VulkanExamples - Examples and demos for the Vulkan C++ API
OpenFBX - Lightweight open source FBX importer
nsimd - Agenium Scale vectorization library for CPUs and GPUs
assimp - The official Open-Asset-Importer-Library Repository. Loads 40+ 3D-file-formats into one unified and clean data structure.
C++ REST SDK - The C++ REST SDK is a Microsoft project for cloud-based client-server communication in native code using a modern asynchronous C++ API design. This project aims to help C++ developers connect to and interact with services.
The-Forge - The Forge Cross-Platform Rendering Framework PC Windows, Steamdeck (native), Ray Tracing, macOS / iOS, Android, XBOX, PS4, PS5, Switch, Quest 2
conan-center-index - Recipes for the ConanCenter repository
draco - Draco is a library for compressing and decompressing 3D geometric meshes and point clouds. It is intended to improve the storage and transmission of 3D graphics.
Vc - SIMD Vector Classes for C++
EveryCulling - This library integrates multiple culling methods into one library.
glbinding - A C++ binding for the OpenGL API, generated using the gl.xml specification.
webrtc-unreliable - Just enough hacks to get unreliable unordered WebRTC data channels between a browser and a server