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DiligentEngine reviews and mentions
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Collecting the best C++ practices
Diligent Engine. A Modern Cross-Platform Low-Level 3D Graphics Library and Rendering Framework Tweet.
- Good repos for beginners to browse that follow best modern C++ practices (including testing, static analysis etc...)
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What is a good absolutely minimalist game/rendering engine?
Diligent Engine
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A Rant on Developers
I'm not speaking out of my ass, either, I have very actively followed low-level development being done towards open-source engines such as Diligent and Wicked. I personally am a contributor to the latter engine, as well. It is baffling to me that independent developers don't support this platform.
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Is the bgfx library any good?
Im a big fan of the Diligent Engine myself. Its at roughly the same abstraction layer as bgfx.
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The current state of GPU API's and why I wish V-EZ hadn't died.
If you're looking for something like bgfx but a bit lower level and targeting only modern GPUs, you might want to check out Diligent Engine.
I like the DiligentEngine myself. Either one will work fine.
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Game engine for programmars
I use the Diligent Engine and have custom code to do config, resource management, etc.
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Unified Shader Programming in C++
If you have relatively new GL, this one is good: https://diligentgraphics.com/diligent-engine/
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So you want to write a GUI framework
> it is genuinely hard to write an abstraction that provides adequate control of advanced GPU features (such as the compute capabilities) across subtly different low-level APIs.
That’s a solved problem in C++, see this library: http://diligentgraphics.com/diligent-engine/
> The rasterization techniques used in 3D are poorly suited to 2D tasks like clipping to vector paths or antialiasing
That’s subjective, I think these techniques are awesome fit for 2D. See this library: https://github.com/Const-me/Vrmac#2d-graphics BTW I have recently documented my antialiasing algorithm: https://github.com/Const-me/Vrmac/blob/master/Vrmac/Draw/VAA...
> these traditional techniques can start to perform very badly in 2D once there are lots of blend groups or clip regions involved, since each needs its own temporary buffer and draw call.
One doesn’t necessarily need temporary buffers or draw calls for that, can also do in the shaders, merging into larger draw calls.
> What this comes down to is instructing the operating system to embed a video or 3D view in some region of our window, and this means interacting with the compositor.
That indeed works in practice, but I don’t believe the approach is good. Modern GUI frameworks are using 3D GPUs exclusively. They don’t need much efforts to integrate 3D-rendered content.
As for the video, one only needs a platform API to decode and deliver frames in GPU textures. Microsoft has such API in the OS: https://docs.microsoft.com/en-us/windows/win32/api/mfmediaen... Once upon a time wanted to do the same on embedded Linux, wasn’t easy but still doable on top of V4L2 kernel calls: https://github.com/Const-me/Vrmac/tree/master/VrmacVideo
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www.sonarlint.org | 3 Feb 2023
Stats
DiligentGraphics/DiligentEngine is an open source project licensed under Apache License 2.0 which is an OSI approved license.