tigr
deadfrog-lib
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tigr | deadfrog-lib | |
---|---|---|
11 | 2 | |
691 | 12 | |
- | - | |
5.5 | 8.2 | |
5 months ago | about 1 month ago | |
C | C++ | |
GNU General Public License v3.0 or later | MIT License |
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tigr
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2D graphics lib recommendation?
TIGR
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What are some of your favourite tools/libraries/frameworks to visualize or prototype something
I think Tigr is probably the easiest plug-and-play solution. But if I don't need moving or interactive graphics, I usually just output SVG images (no library needed).
- TIGR - the TIny GRaphics library for Windows, macOS, Linux, iOS and Android. (Released into Public Domain.)
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Minimal cross-platform graphics + audio (~500 LOC)
reminds me of TIGR, but simpler (but also without hardware acceleration/shaders, but also with sound)
- Minimal Cross-Platform Graphics
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TIGR – TIny GRaphics cross-platform library
Delighful, works at first try and the code looks well organized.
git clone https://github.com/erkkah/tigr.git
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Where do I start for creating a windowed app in pure rust?
In addition to the other options, you can look at small windowing libraries in other languages. For example TIGR has pretty straightforward Mac code using pure C (you'll need to have some understanding of the ObjC object model and the way it's exposed to C though).
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Looking for a very basic 2d graphics library
I found TIGR to be the most pain-free way to just get graphics on the screen. It includes basic shape and font rendering.
- my little project: tipsy - tiny playstationy renderer in ~500 lines of code
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Simple graphics library
I've found that the quickest and simplest solution to render graphics is Tigr.
deadfrog-lib
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Minimal Cross-Platform Graphics
I think the Xlib dependency would prevent compilation as an αpε. I put some effort into doing X11 from scratch (without Xlib or Xcb) to make this possible. Or at least, my aim was to be able to build with musl libc and generate a single executable that would run on many different Linuxes.
https://github.com/abainbridge/deadfrog-lib/blob/master/src/.... It is janky though.
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EndBASIC
Having a bitmap in normal system memory that we can write to the window or screen is easy though and should be more widely supported. Once you've got that you can write pixels, lines, rectangles, mandlebrots etc very easily and building up to a GUI toolkit is also quite easy and fun. This mechanism is fast enough for pretty much everything other than games on modern hardware.
I consider GPU acceleration a form of premature optimization - it adds complexity unnecessarily in many cases.
Here's my library for doing that on Windows and X11. https://github.com/abainbridge/deadfrog-lib
What are some alternatives?
hello_imgui - Hello, Dear ImGui: unleash your creativity in app development and prototyping
minifb - MiniFB is a small cross platform library to create a frame buffer that you can draw pixels in
frei0r - A large collection of free and portable video plugins
zigzag
UgExamples - Examples for Native Cross Platform mobile app development with Apple Swift
olive.c - Simple 2D Graphics Library for C
Allegro - The official Allegro 5 git repository. Pull requests welcome!
pixie - Pixie - a minimal, cross-platform pixel framebuffer library for Windows and macOS.
altserver-cert-dumper - A proxy DLL for Windows to dump your developer account certificate from AltServer
dao - Dao Programming Language
Examples_Cocoa - Shows how to use macOS AppKit Cocoa controls without StoryBoard only by programming code (objective-c)
raylib - A simple and easy-to-use library to enjoy videogames programming