zig-gamedev
acl
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zig-gamedev | acl | |
---|---|---|
55 | 5 | |
1,965 | 1,263 | |
3.8% | - | |
9.7 | 9.0 | |
3 days ago | 2 months 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.
zig-gamedev
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Zig for gamedev?
Two game frameworks in the making: https://github.com/michal-z/zig-gamedev & https://github.com/hexops/mach
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Projects / areas of specialization for learning zig
I did a hangman game, I'm doing a file compression tool next. I asked bing chat to recommend beginner projects for zig and that's what it told me. It also suggested a cli calculator and a cli text editor, but I didn't want to do that. My next thing will be something using https://github.com/michal-z/zig-gamedev
- zig-gamedev project: Monthly Progress Report - Feb 2023 (zflecs, zsdl, zopengl and more)
- zig-gamedev project: Monthly Progress Report (January 2023)
- zig-gamedev project: zphysics v0.0.4 - Zig API and C API for Jolt Physics
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Just found out about Zig and wonder what would be the best graphics library to pair with it?
This repo may be useful. It isn't an engine or a renderer, but rather a collection of useful libraries if you do end up writing your own tools. https://github.com/michal-z/zig-gamedev
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Is C++ still the language when entering 3D programming in 2023?
Something like vulkano in Rust or zig-gamedev in zig might be a much more enjoyable approach: They're similarly bare metal languages but have a lot of advantages over C++ (borrow checker's safety, simpler syntax). However, they're not commonly used by big studios.
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Gamedev in zig
I've been working on a gamedev project in zig, using zig-gamedev. It has many libraries you can use, though my game is 2D. Feel free to check out my project if you want to see how I set things up. https://github.com/foxnne/aftersun
- zig-gamedev project - progress report
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Goodbye to the C++ Implementation of Zig
Language-level guarantees of memory safety are not critical to all low-level programmers, and sometimes this is fine!
Developers of games, compilers, digital audio workstations, video editors, and live performance software (such as openFrameworks) likely don't rank memory safety as their top concern.
Zig is already an attractive choice for those domains because it offers:
- Great compile times compared to C++/Rust, and future plans to implement hot reloading as a core part of the tooling: https://www.jakubkonka.com/2022/03/16/hcs-zig.html
- The ability to reason about where data exists in memory: https://ziglang.org/documentation/master/#Where-are-the-byte...
- Good readability and learnability, especially if you have a C/C++ background.
- Comptime that enables clean generics, compile-time reflection and general metaprogramming as a happy side-effect: https://kristoff.it/blog/what-is-zig-comptime/
- Better tooling than C/C++. The ability to cross-compile Zig and C/C++ from one machine lets you set up much more stable and reproducible build environments already. You can clone zig-gamedev and have the demos working with just three commands on Windows/macOS/Linux, for example, and two of those three are cloning the repo and changing to the directory: https://github.com/michal-z/zig-gamedev (to build you will need the latest copy of Zig from the 'masters' section for your platform at https://ziglang.org/download/ )
We should all be careful about insinuating that memory unsafe languages should not exist. I see “friends don't let friends use memory-unsafe languages” on social media and feel sick. It's much healthier to embrace the melting pot of Zig, Odin, D, Beef, Vale, Hare, Lobster, Jai, C3, Val, Roc and all the rest and see what new ideas and trade-offs they bring.
Also worth noting that new languages tend to take time to develop their own philosophies to memory safety (Vale's approach is only just now emerging, for example: https://verdagon.dev/blog/making-regions-part-1-human-factor ). Zig's story might not be great now ( https://www.scattered-thoughts.net/writing/how-safe-is-zig/ ), but then it's not Zig's priorty at the moment, and Zig's full story is not yet written.
acl
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How do other motion capture suits manage large file sizes?
Cleaned and compressed are whatever they turn out to be. Use ACL, https://github.com/nfrechette/acl
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I converted a massive library of mo-cap animations to .fbx which you can use freely with ALMOST no restrictions
For such animations make sure to check out ACL (animation compression library) by /u/zeno490. There are some stats and implementation details on how well it works on his blog: http://nfrechette.github.io/
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Rasterization in slow motion
Yep. That lib is great. And, similarly https://github.com/nfrechette/acl and https://github.com/BinomialLLC/basis_universal
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What's the reason why some newer games are really huge in size?
At the minimum BC compression is used for most textures and Crunch is pretty popular so we're definitely never ignoring that end. Draco (for geometry) isn't as popular as it should be. Animation is the main area that gets skimped and we're mostly still just doing crude keyframe reduction as stuff like ACL (https://github.com/nfrechette/acl) hasn't really taken off (it has a shit API and shit examples).
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What interpolating method should I use to interpolate between two scale key frames of a skeletal joint? I currently LERP between position keys, and SLERP between orientation(quaternion) keys. Should I also just use LERP for scaling? I remember reading somewhere to use a log function.
Animation compression is a science in itself. https://github.com/nfrechette/acl is a pretty serious project for that.
What are some alternatives?
rust - Empowering everyone to build reliable and efficient software.
kanzi-cpp - Fast lossless data compression in C++
zig - General-purpose programming language and toolchain for maintaining robust, optimal, and reusable software.
basis_universal - Basis Universal GPU Texture Codec
alg - Algebra for Zig
Animation-Magic - A cool visualization of all the math that powers 3D character animations.
LearnOpenGL - Code repository of all OpenGL chapters from the book and its accompanying website https://learnopengl.com
mach - zig game engine & graphics toolkit
sevenzipjbinding - 7-Zip-JBinding
vos - Vinix is an effort to write a modern, fast, and useful operating system in the V programming language
JoltPhysics - A multi core friendly rigid body physics and collision detection library, written in C++, suitable for games and VR applications.