yoga
bgfx
yoga | bgfx | |
---|---|---|
23 | 71 | |
16,926 | 14,323 | |
0.5% | - | |
9.5 | 9.3 | |
13 days ago | 4 days ago | |
C++ | C++ | |
MIT License | BSD 2-clause "Simplified" 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.
yoga
- Show HN: Dropflow, a CSS layout engine for node or <canvas>
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Building Reddit’s Design System on iOS
We still wanted to leverage a layout engine that could be performant and easy-to-use. After doing some performance testing with native UIKit, Autolayout, and a few other third-party options, we ended up bringing FlexLayout into the mix, which is a Swift implementation of Facebook’s Yoga layout engine. All RPL components utilize FlexLayout in order to lay out content fast and efficiently. While we’ve enjoyed using it, we’ve found a few touch points to be mindful of. There are some rough edges we’ve found, such as utilizing stack views with subviews that use FlexLayout, that often come at odds with both UIKit and FlexLayout’s layout engines.
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We're building a browser when it's supposed to be impossible
We have our own test suite (orginally derived from the test suite of Meta's Yoga layout library [0]) which consists of text fixtures that are small HTML snippets [1] and a test harness [2] that turns those into runnable tests, utilising headless chrome both to parse the HTML and to generate the assertions based on the layout that Chrome renders (so we are effectively comparing our implementation against Chrome). We currently have 686 generated tests (covering both Flexbox and CSS Grid).
We would like to utilise the Web Platform Test suite [3], however these are not in a standard format and many of the tests require JavaScript so we are not currently able to do that.
[0]: https://github.com/facebook/yoga
[1]: https://github.com/DioxusLabs/taffy/tree/main/test_fixtures
[2]: https://github.com/DioxusLabs/taffy/tree/main/scripts/gentes...
[3]: https://github.com/web-platform-tests/wpt/tree/master/css/cs...
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minimax — minimalist 3D game engine in Clojure
The "engine" is built on top of amazing https://www.lwjgl.org/ and https://github.com/bkaradzic/bgfx/, and UI system is baked by https://github.com/memononen/nanovg and https://github.com/facebook/yoga
- Show HN: Taffy – CSS Grid (+Flexbox) as a Library
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React vs React Native: How Different Are They, Really?
React Native uses the Yoga engine under the hood, which allows you to use CSS properties to layout your React Native UI in a way that translates really well. Layout in Yoga is limited to Flexbox and absolute/relative positioning, however; there is no CSS grid and no display attribute. This keeps things simpler and more performant, but if developers are accustomed to using other layout techniques on the web, they’ll need to adjust to this new limitation.
- When dealing with UI, does any of you uses glViewport to layout your elements in the correct place?
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Taffy 0.2 Release: Blazing Fast UI Layout in Rust. Now with `gap`!
PR #246 is super interesting to check out: by fixing the caching strategy, we were able to eliminate an exponential time (with respect to tree depth) performance penalty, and get comparable speeds for flat and deeply nested layouts (something I'd never expected to be possible). Preliminary benchmarks shows us significantly faster than yoga, Meta's C++ library for the same thing, especially on deep trees. Not too shabby for a tiny team of volunteers!
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How To Build a CLI With Node.js and React
You're going to build the CLI using Ink, a React component-based library for building interactive CLIs. It uses Yoga to build Flexbox layouts in the terminal, so most CSS-like props are available in Ink as well. Ink is simply a React renderer for the terminal, so all the React features are supported. No need to learn a new syntax specific to Ink.
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Show HN: Satori – Convert HTML and CSS to SVG in Milliseconds
Interesting.
I was thinking that this was going to be a crazy amount of layout engine work, but now I look a little closer it appears the layout work is farmed out to yoga [0] (not trying to take away anything from the effort here). So this project is almost a wrapper around running yoga as a renderer and using SVG as a form of backend target?
I say "appears" because the yoga landing page doesn't do a great job of explaining what it does.
[0] https://github.com/facebook/yoga
bgfx
- WebKit Switching to Skia for 2D Graphics Rendering
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Is it possible and realistic to learn independent of an API?
Sort of, I'd recommend a modern higher level API. I'm not sure what the current recommended ones are (probably bgfx), but assuming the wrapper is "low level enough", then the concepts you learn are still going to apply.
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Ask HN: Released games built on FOSS engines?
https://github.com/bkaradzic/bgfx for just that FOSS intermediate rendering library (includes Minecraft)
- Valve Says Counter-Strike 2 for macOS Not Happening, There Aren't Enough Players
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The Ultimate Cross-Platform Rendering Engine?
BGFX: Pretty mature and easy to use with many backends.
- Cairo – Open-Source 2D Graphics Layer/API with Fonts and Many Back-Ends
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Best graphics libraries for game development that are compatible with Apple Metal API?
bgfx. I have not used it, but I have heard good things about it.
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LWJGL = SFML vs Allegro vs SDL vs Ogre vs ???
There's kind of a lack of this for C++ in 3D, I think it's often due to the necessity of a secondary scripting language in game engines with C++, which isn't necessarily needed in Java or C#. SFML is like that (but also 2D), Godot is similar (but more geared towards 2D). Ogre3D is an actual engine like I mentioned earlier, not sure how easy it is to use. Cocos2d is higher level, but is also 2D only. I'm not fond of SDL, it feels like a windowing library with slow old school immediate mode stuff attached, so it ends up not being good at the rest of the tacked on things. SDL is popular as a windowing library, and it's why you see it used everywhere (but the most notable uses of it aren't using their drawing capabilities), I often see bgfx thrown around, and for you it might be a good choice, though I have no experience with it.
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Is it a crazy idea to create a 3D operating system?
Another route could be using an abstraction over Vulkan (faster, more efficient, more difficult): bgfx, dawn, magma, or wgpu (Rust).
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The update we all want but will never get
now, java is actually quite a performant language and even if its not most of the performance bugs in mc are due to it being single threaded, inefficient chunk generation and optimizing, and it built ontop of opengl WHICH isn't much of a performance hit but its still ehh idk it doesn't matter that much (NOW SWITCHING THE GAME TO AN ENTIRELY DIFFERENT GRAPHICS API WOULD SUCK ASS TO DO (and vulkan is quite verbose :))) (AND also bgfx would probably be better due to it being an abstraction layer ontop of all the graphics apis so minecraft could target many depending on your platform (and also bedrock used to (or still does i dont know) use bgfx before they switched to just two (IF IM READING MC WIKI RIGHT BECAUSE IM NOT ENTIRELY SURE IF THEY USE BGFX STILL ?? SO THEY COULD STILL BE TARGETING MULTIPLE YET THEY JUST WROTE THEIR NEW SHIT BAD IDK))
What are some alternatives?
react-native-skia - High-performance React Native Graphics using Skia
GLFW - A multi-platform library for OpenGL, OpenGL ES, Vulkan, window and input
hermes - A JavaScript engine optimized for running React Native.
DiligentEngine - A modern cross-platform low-level graphics library and rendering framework
react-native-skia - Cross platform React Native solution to draw graphics based on Skia
magnum - Lightweight and modular C++11 graphics middleware for games and data visualization
stretch - High performance flexbox implementation written in rust
Ogre 3D - scene-oriented, flexible 3D engine (C++, Python, C#, Java)
taffy - A high performance rust-powered UI layout library
sokol - minimal cross-platform standalone C headers
react-navigation - Routing and navigation for your React Native apps
The-Forge - The Forge Cross-Platform Rendering Framework PC Windows, Steamdeck (native), Ray Tracing, macOS / iOS, Android, XBOX, PS4, PS5, Switch, Quest 2