vgg_runtime
tinykaboom
vgg_runtime | tinykaboom | |
---|---|---|
3 | 1 | |
56 | 2,322 | |
- | - | |
9.9 | 0.0 | |
2 days ago | over 1 year ago | |
C++ | C++ | |
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.
vgg_runtime
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Ask HN: What kind of license is good for a rendering engine?
Hi, I'm making a rendering engine for design files & vector graphics, and it is open sourced.
I've no idea what kind of license should I choose because I have both the following concerns:
1) What if someone steels it and claims it is theirs. Because software licenses are seldom respected in my country. Or they are just using my source code without paying me, meaning that I'm working for them for free forever.
2) If I choose a more strict license, e.g. including a royalty restriction, this will irritate the open source community, because everyone will think it a scam project.
So I have done my best to update the original license from 1.0 to 2.0, like this https://github.com/verygoodgraphics/vgg_runtime/blob/main/LICENSE-2.0
But I still have no idea if it is good enough to achieve the best balance between open source and commercialization. Could you guys give me any suggestions? Thanks!
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So You Want to Build a Browser Engine
Does anyone has the idea of escaping from HTML/CSS? As these specs are too complicated and not friendly for web developers as well. Maybe we could re-invent a browser engine without conforming to HTML/CSS specs?
An (early) alternative spec/engine would be a Figma-compatible vector graphics spec[2] and its rendering engine[3]. It is called VeryGoodGraphics[1].
[1] https://verygoodgraphics.com/, the website is built with its own technology.
tinykaboom
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How to collect the the results of a bunch of Isolates, and wait for all of them to end?
I understand the basics of Dart but to better learn the language, I'm trying to port of [tinykaboom])https://github.com/ssloy/tinykaboom) to better learn the language. I'm able to get an image to render, but that was only running in a single Isolate; but now I'd like to use all of the cores that are available as to render faster.
What are some alternatives?
FsRayTracer - This project is an F# implementation of a raytracer based on the book "The Ray Tracer Challenge: A Test-Driven Guide to Your First 3D Renderer" by James Buck
tinyraytracer_rs - tinyraytracer implementation using Rust
zeno - ZEn NOde system - a simulation & rendering engine in nodes
ZetaRay - Real-time Direct3D 12 ray tracer
bgfx-starter - Project template for applications using BGFX, GLFW, GLM and IMGUI. Built with premake.
RayTracer - Ray tracer with phong lighting, reflections, refractions, normal mapping, procedural textures, super sampling, and depth of field.
CroissantVulkanRenderer - Real-Time Vulkan Renderer with features like PBR, IBL, and more.
shkyera-engine - Ray-tracing environment for planets and stars.
3d-render - ℝ³ space with vectors in Processing 4!