thorvg
The-Forge
thorvg | The-Forge | |
---|---|---|
4 | 34 | |
567 | 4,546 | |
4.8% | 2.5% | |
9.8 | 6.9 | |
5 days ago | 25 days ago | |
C++ | C++ | |
MIT License | Apache License 2.0 |
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thorvg
- 3D and 2D: Testing out my cross-platform graphics engine
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WebKit Switching to Skia for 2D Graphics Rendering
Please have a look at this one: https://github.com/thorvg/thorvg.
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Coat of Arms Generator for my game Vagabond
What took the most time was to find a way to draw everything at runtime in C++. I tried a lot of libraries but finally I chose ThorVG which offers features similar to SVG.
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Inkscape 1.1.1 Is Released
Was amazing contributing as an open source contributor to the Samsung team at https://github.com/Samsung/thorvg and https://github.com/Samsung/rlottie.
`rlottie` is used in Discord and telegram for animated stickers and `thorvg` is the work-in-progress next generation animated vector / static vectors technology.
Hope that animated vectors is important to more people.
The-Forge
- WebKit Switching to Skia for 2D Graphics Rendering
- Not only Unity...
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Ask HN: Released games built on FOSS engines?
Oh, I forgot a few major ones:
https://github.com/ConfettiFX/The-Forge was used in No Man's Sky, Hades and Starfield.
https://github.com/jrouwe/JoltPhysics is the physics engine in Horizon Forbidden West.
- The Forge 1.53: Steam Deck support, dropped EASTL containers, docking imgui
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How many semaphores do really I need?
To my understanding, every source I've read says that this should cause issues, but in practice it doesn't. What gives? Did I miss something? Here are multiple examples using the latter approach.
- So this is very likely BGS first game to use DX12
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Amnesia TDD HPL2 refactor
This is a toy project that I've been working on for the past few months. Essentially, I've rewritten all the rendering code for the engine using BGFX. This means that all the fixed function OpenGL 1.2 code has been removed from the engine. BGFX supports OpenGL 3.3 and DirectX11, but there are still some rendering artifacts with DirectX11, so the engine still uses OpenGL when running on Windows. I've been considering switching to The Forge (https://github.com/ConfettiFX/The-Forge) if I want to have more control over the rendering pipeline. However, this is a complex topic with significant implications for the codebase. I've already done the hard work of eliminating clumsy abstractions in the engine and simplifying the render pipeline, so it's just a matter of deciding what direction I want to take.
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Looking for a C++ 2D/3D rendering engine/api.
The-Forge might fit:
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Some information about the Creation Kit changes for Starfield.
So, I'm not sure if it is widely known, that Starfield is going to be running on a lot of "The Forge." The creators of The Forge says it was added to Creation Kit in 2019. This will open a LOT of new systems for Bethesda games.
- SoLoud - Game Audio Engine ที่ใช้งานง่าย (มาก) และ opensource สำหรับ C++
What are some alternatives?
Skity - A light weight 2D Vector Graphic renderer library writing in c++ for OpenGL3.3+ / OpenGLES3.0+ / Vulkan 1.1+/ WebGL2 with WASM
bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.
lunasvg - lunasvg is a standalone SVG rendering library in C++
DiligentEngine - A modern cross-platform low-level graphics library and rendering framework
rlottie - A platform independent standalone library that plays Lottie Animation.
filament - Filament is a real-time physically based rendering engine for Android, iOS, Windows, Linux, macOS, and WebGL2
flo_draw - 2D rendering libraries for Rust and FlowBetween
Veldrid - A low-level, portable graphics library for .NET.
AirSane - Publish SANE scanners to MacOS, Android, and Windows via Apple AirScan.
VulkanSceneGraph - Vulkan & C++17 based Scene Graph Project
inkscape
ImGui.NET - An ImGui wrapper for .NET.