wander
thorvg
wander | thorvg | |
---|---|---|
2 | 4 | |
643 | 584 | |
5.1% | 7.5% | |
8.7 | 9.8 | |
about 1 month ago | 3 days ago | |
C | C++ | |
MIT License | MIT License |
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.
wander
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Show HN: A simple 2D fluid and gravity simulation with WASM and WebGL
very cool! if you're exploring wasm for graphics, take a look at Wander- lets you create and execute "renderlets" — portable modules containing graphics data and code compiled to wasm https://github.com/renderlet/wander
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3D and 2D: Testing out my cross-platform graphics engine
I used to work at Adobe on the infrastructure powering big applications like Photoshop and Acrobat. One of our worst headaches was making these really powerful codebases work on desktop, web, mobile, and the cloud without having to completely rewrite them. For example, to get Lightroom and Photoshop working on the web we took a winding path through JavaScript, Google’s PNaCl, asm.js, and finally WebAssembly, all while having to rethink our GPU architecture around these devices. We even had to get single-threaded builds working and rebuild the UI around Web Components. Today the web builds work great, but it was a decade-long journey to get there!
The graphics stack continues to be one of the biggest bottlenecks in portability. One day I realized that WebAssembly (Wasm) actually held the solution to the madness. It’s runnable anywhere, embeddable into anything, and performant enough for real-time graphics. So I quit my job and dove into the adventure of creating a portable, embeddable WASM-based graphics framework from the ground up: high-level enough for app developers to easily make whatever graphics they want, and low-level enough to take full advantage of the GPU and everything else needed for a high-performance application.
I call it Renderlet to emphasize the embeddable aspect — you can make self-contained graphics modules that do just what you want, connect them together, and make them run on anything or in anything with trivial interop.
If you think of how Unity made it easy for devs to build cross-platform games, the idea is to do the same thing for all visual applications.
Somewhere along the way I got into YC as a solo founder (!) but mostly I’ve been heads-down building this thing for the last 6 months. It’s not quite ready for an open alpha release, but it’s close - close enough that I’m ready to write about it, show it off, and start getting feedback. This is the thing I dreamed of as an application developer, and I want to know what you think!
When Rive open-sourced their 2D vector engine and made a splash on HN a couple weeks ago (https://news.ycombinator.com/item?id=39766893), I was intrigued. Rive’s renderer is built as a higher-level 2D API similar to SVG, whereas the Wander renderer (the open-source runtime part of Renderlet) exposes a lower-level 3D API over the GPU. Could Renderlet use its GPU backend to run the Rive Renderer library, enabling any 3D app to have a 2D vector backend? Yes it can - I implemented it!
You can see it working here: https://vimeo.com/929416955 and there’s a deep technical dive here: https://github.com/renderlet/wander/wiki/Using-renderlet-with-rive%E2%80%90renderer. The code for my runtime Wasm Renderer (a.k.a. Wander) is here: https://github.com/renderlet/wander.
I’ll come back and do a proper Show HN or Launch HN when the compiler is ready for anyone to use and I have the integration working on all platforms, but I hope this is interesting enough to take a look at now. I want to hear what you think of this!
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.
What are some alternatives?
armortools - 3D Content Creation Tools
Skity - A light weight 2D Vector Graphic renderer library writing in c++ for OpenGL3.3+ / OpenGLES3.0+ / Vulkan 1.1+/ WebGL2 with WASM
lunasvg - lunasvg is a standalone SVG rendering library in C++
rlottie - A platform independent standalone library that plays Lottie Animation.
flo_draw - 2D rendering libraries for Rust and FlowBetween
AirSane - Publish SANE scanners to MacOS, Android, and Windows via Apple AirScan.
inkscape
flowbetween - Tool for creating animations
react-awesome-shapes - 🌀 Insert Awesome Shapes into Your React Site with Ease.
inkscape-open-symbols - Open source SVG symbol sets that can be used as Inkscape symbols
pngwolf-zopfli - `pngwolf` uses a genetic algorithm to find PNG scanline filter combinations that compress well
Armoria - Heraldry generator and editor