Our great sponsors
-
If you have relatively new GL, this one is good: https://diligentgraphics.com/diligent-engine/
-
-
Scout APM
Less time debugging, more time building. Scout APM allows you to find and fix performance issues with no hassle. Now with error monitoring and external services monitoring, Scout is a developer's best friend when it comes to application development.
-
There's https://openframeworks.cc/. It's basically the C++ equivalent to https://processing.org/. Unfortunately, it's not really a library but rather a complete app framework, but it shows how a C++ wrapper API could look like. It definitely makes OpenGL programming easier and more fun.
-
OpenFrameworks
openFrameworks is a community-developed cross platform toolkit for creative coding in C++.
There's https://openframeworks.cc/. It's basically the C++ equivalent to https://processing.org/. Unfortunately, it's not really a library but rather a complete app framework, but it shows how a C++ wrapper API could look like. It definitely makes OpenGL programming easier and more fun.
-
> Unfortunately, it's not really a library
I made it a library with a single header: https://github.com/redgpu/framework
-
-
Rust also has this, from what I understand:
https://github.com/EmbarkStudios/rust-gpu
-
SonarQube
Static code analysis for 29 languages.. Your projects are multi-language. So is SonarQube analysis. Find Bugs, Vulnerabilities, Security Hotspots, and Code Smells so you can release quality code every time. Get started analyzing your projects today for free.
-
-
bgfx
Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.
-
-
makepad
Makepad is a creative software development platform for Rust that compiles to wasm/webGL, osx/metal, windows/dx11 linux/opengl
Makepad does something simular with its universal shading language: https://makepad.dev/
-
This does unfortunately feel like the case. We've gone all-in on SYCL, mainly because of a pre-existing Intel relationship, but it never really seems to have gotten mindshare and e.g. never seems to have been dicussed here https://hn.algolia.com/?query=sycl
-
I think shader specialisation is handled pretty well in circle. Since you can essentially run arbitrary C++ code at compile time, selection and specialisation of a shader can even depend on hardware specific benchmarks. There is an extensive repo with examples here: https://github.com/seanbaxter/shaders. One example decodes a sprite sheet stored as a png at compile time and creates a specialised compute shader for it. You can also easily implement a control UI based on reflection of uniform shader parameters.