Vcpkg
stb
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Vcpkg | stb | |
---|---|---|
146 | 164 | |
21,439 | 25,071 | |
2.2% | - | |
10.0 | 6.7 | |
6 days ago | 9 days ago | |
CMake | C | |
MIT License | 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.
Vcpkg
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Backdoor in upstream xz/liblzma leading to SSH server compromise
5.4.5 can be compromised
https://github.com/microsoft/vcpkg/issues/37197
- GitHub - microsoft/vcpkg: C++ Library Manager for Windows, Linux, and MacOS
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Dependencies Belong in Version Control
vcpkg may expire assets after 1.5 years, so achieve long-term reproducibility you will need to cache your dependencies.... Somewhere. Not sure what the expected solution is.
https://github.com/microsoft/vcpkg/pull/30546#issuecomment-1...
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My first Software Release using GitHub Release
There were various approaches recommended depending on our language and ecosystem. My classmates who developed using Node.js were recommended npm, and PyPI or poetry for Python. Since my program is written in C++, I was recommended to look into one of vcpkg or conan, but I ultimately did not use either package manager.
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Anyone else frustrated with Conan2?
Which dependencies are not in vcpkg? We can ask them to add it. Itβs pretty easy just open an issue there https://github.com/microsoft/vcpkg/issues .
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How to install libraries for c++ on a Linux CentOS supercomputer where I'm not a sudoer
./vcpkg search netcdf gdal[netcdf] Enable NetCDF support minc 2.4.03#3 MINC - Medical Image NetCDF or MINC isn't netCDF minc[minc1] Support minc1 file format, requires NETCDF netcdf-c 4.8.1#2 A set of self-describing, machine-independent data formats that support th... netcdf-c[dap] Build with DAP remote access client support netcdf-c[hdf5] Build with HDF5 support netcdf-c[nczarr] Build with NCZarr cloud storage access support netcdf-c[nczarr-zip] Build with NCZarr ZIP support netcdf-c[netcdf-4] Build with netCDF-4 support netcdf-c[platform-default-features] Enable platform-dependent default features netcdf-c[tools] Build utilities netcdf-cxx4 4.3.1#4 a set of machine-independent data formats that support the creation, acces... The result may be outdated. Run `git pull` to get the latest results. If your port is not listed, please open an issue at and/or consider making a pull request. - https://github.com/Microsoft/vcpkg/issues
- Does anyone has a idea to read out dependencies out of c/cpp directories to create .sbom files?
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hypergrep: A new "fastest grep" to search directories recursively for a regex pattern
The hyperscan update to vcpkg seems to have happened from 5.4.0 to 5.4.2 in this commit on Apr 20.
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Configuring incomplete due to CMake Error(missing OpenCVConfig.cmake ProtobufConfig.cmake and TIFF etc.)
Dear Fictrac team, I am hoping to install Fictrac in our windows 11 x64 laptop (Visual Studio 2019, cMake 3.26.4). I followed the installation guideline on github page fictrac and used the latest vcpkg
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Why does Arch Linux have a vulkan-devel group, but does not package the LunarG Vulkan SDK?
This works fine if one wants to do stuff like clang main.cpp -lvulkan, or even find_package(Vulkan REQUIRED) in CMake, but it doesn't define VULKAN_SDK, and therefore doesn't work with vcpkg's Vulkan support, for instance. A fair bit of Vulkan development, tutorials, etc. assume that the entire SDK is installed, as-is.
stb
- Lessons learned about how to make a header-file library (2013)
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Nebula is an open-source and free-to-use modern C++ game engine
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++
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Writing a TrueType font renderer
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
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Capturing the WebGPU Ecosystem
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
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Www Which WASM Works
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.
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File for Divorce from LLVM
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).
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What C libraries do you use the most?
STB Libraries: https://github.com/nothings/stb
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[Noob Question] How do C programmers get around not having hash maps?
stb_ds is also very popular.
- Is there an existing multidimensional hash table implementation in C?
What are some alternatives?
conan - Conan - The open-source C and C++ package manager
imgui-node-editor - Node Editor built using Dear ImGui
CPM.cmake - π¦ CMake's missing package manager. A small CMake script for setup-free, cross-platform, reproducible dependency management.
ZXing - ZXing ("Zebra Crossing") barcode scanning library for Java, Android
Boost.Program_options - Boost.org program_options module
freetype-gl - OpenGL text using one vertex buffer, one texture and FreeType
Ncurses - ncurses Git mirror
ImageMagick - π§ββοΈ ImageMagick 7
vulkan - Haskell bindings for Vulkan
Cppcheck - static analysis of C/C++ code
meson - The Meson Build System
SOIL2 - SOIL2 is a tiny C library used primarily for uploading textures into OpenGL.