Displaying 1 to 20 from 331 results

libgdx - Desktop/Android/HTML5/iOS Java game development framework

  •    Java

Libgdx is a Java game development framework that provides a unified API that works across all supported platforms. The framework provides an environment for rapid prototyping and fast iterations. Instead of deploying to Android/iOS/Javascript after each code change, you can run and debug your game on the desktop, natively. Desktop JVM features like code hotswapping reduce your iteration times considerably.

panda3d - Powerful, mature open-source cross-platform game engine for Python and C++, developed by Disney and CMU

  •    C++

Panda3D is a game engine, a framework for 3D rendering and game development for Python and C++ program. It featues include Exposes Full Power of Graphics API, Powerful interface between shaders and engine, Support for tessellation and compute shaders, Fullscreen filters such as Bloom, Cartoon Inking, Volumetric Lightning, Blur/Sharpen and Ambient Occlusion, as well as the ability to use your own, Get models from your 3d modeller to Panda3D easily, Several options for adding sounds, physics simulation to your game.

duality - a 2D Game Development Framework

  •    CSharp

Duality is a plugin based 2D game development framework based on C# and OpenTK. To get a quick overview, please visit the project page. For documentation, take a look at the Wiki.If you have questions or just want to say Hi, feel free to join us in the forum or our chat. Also, feedback is always welcome! Bugs and feature requests that do not require further discussion, however, should be filed in the issue tracking system, directly here on github.

lwjgl3 - LWJGL is a Java library that enables cross-platform access to popular native APIs useful in the development of graphics (OpenGL), audio (OpenAL) and parallel computing (OpenCL) applications

  •    Kotlin

LWJGL (https://www.lwjgl.org) is a Java library that enables cross-platform access to popular native APIs useful in the development of graphics (OpenGL/Vulkan), audio (OpenAL) and parallel computing (OpenCL) applications. This access is direct and high-performance, yet also wrapped in a type-safe and user-friendly layer, appropriate for the Java ecosystem.LWJGL is an enabling technology and provides low-level access. It is not a framework and does not provide higher-level utilities than what the native libraries expose. As such, novice programmers are encouraged to try one of the frameworks or game engines that make use of LWJGL, before working directly with the library.




mapbox-gl-native - Interactive, thoroughly customizable maps in native Android, iOS, macOS, Node

  •    C++

A library for embedding interactive, customizable vector maps into native applications on multiple platforms. It takes stylesheets that conform to the Mapbox Style Specification, applies them to vector tiles that conform to the Mapbox Vector Tile Specification, and renders them using OpenGL. Mapbox GL JS is the WebGL-based counterpart, designed for use on the Web.If your platform or hybrid application framework isn’t listed here, consider embedding Mapbox GL JS using the standard Web capabilities on your platform.

graphics-resources - :memo: a list of graphic programming resources

  •    Javascript

A few of my bookmarks related to game development and realtime graphics programming.This will download all PDFs and power-point slides into a folder called resources.

awesome-vulkan - Awesome Vulkan ecosystem

  •    

A curated list of awesome Vulkan libraries, debuggers and resources. Inspired by awesome-opengl and other awesome-... stuff. This work is licensed under a Creative Commons Attribution 4.0 International License.

openFrameworks - openFrameworks is a community-developed cross platform toolkit for creative coding in C++

  •    C++

docs has some documentation around OF usage, per platform things to consider, etc. You should definitely take a look in there; for example, if you are on OSX, read the osx.md. apps and examples are where projects go -- examples contains a variety of projects that show you how to use OF, and apps is where your own projects will go. libs contains the libraries that OF uses, including the openframeworks core itself. addons are for additional functionality that's not part of the core. export is for DLLs and dylibs that need to be put in each compiled project. The scripts folder has the templates and small scripts for automating OF per platform. project generator is a GUI based tool for making new projects - this folder is only there in packaged releases. One idea that's important is that OF releases are designed to be self-contained. You can put them anywhere on your hard drive, but it's not possible to mix different releases of OF together, so please keep each release (0.8.0, 0.8.1) separate. Projects may generally work from release to release, but this is not guaranteed. Because OF is self-contained, there's extensive use of local file paths (ie, ../../../) throughout OF. It's important to be aware of how directories are structured. A common error is to take a project and move it so that it's a level below or above where it used to be compared to the root of OF. This means that links such as ../../../libs will break.


gl-react-native-v2 - OpenGL bindings for React Native to implement complex effects over images and components, in the descriptive VDOM paradigm

  •    Java

OpenGL bindings for React Native to implement complex effects over images and components, in the descriptive VDOM paradigm. gl-react-native is an implementation of gl-react for react-native. Please read the main gl-react README for more information.

glsl-optimizer - GLSL optimizer based on Mesa's GLSL compiler

  •    C++

A C++ library that takes GLSL shaders, does some GPU-independent optimizations on them and outputs GLSL or Metal source back. Optimizations are function inlining, dead code removal, copy propagation, constant folding, constant propagation, arithmetic optimizations and so on. Apparently quite a few mobile platforms are pretty bad at optimizing shaders; and unfortunately they also lack offline shader compilers. So using a GLSL optimizer offline before can make the shader run much faster on a platform like that. See performance numbers in this blog post.

freetype-gl - OpenGL text using one vertex buffer, one texture and FreeType

  •    C

A small library for displaying Unicode in OpenGL using a single texture and a single vertex buffer. Installation instructions.

spring - A powerful free cross-platform RTS game engine

  •    C++

Spring (formerly TASpring) is an Open Source Real Time Strategy game engine. Visit our project homepage for help, suggestions, bugs, community forum and everything spring related. Once you are in-game, Spring games basically work like every other RTS, though it has a LOT of additional ways of control and customizability.

bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library

  •    C++

Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library. http://airmech.com/ AirMech is a free-to-play futuristic action real-time strategy video game developed and published by Carbon Games.

Processing - Flexible software sketchbook and a language for learning how to code within the context of the visual arts.

  •    Java

Processing is a flexible software sketchbook and a language for learning how to code within the context of the visual arts. Since 2001, Processing has promoted software literacy within the visual arts and visual literacy within technology. There are tens of thousands of students, artists, designers, researchers, and hobbyists who use Processing for learning and prototyping.

rust-doom - A Doom Renderer written in Rust.

  •    Rust

A little Doom 1 & 2 Renderer written in Rust. Mostly written while I was learning the language about 2 years ago, so it might not the best example of Rust code! PR-s are welcome. The code is mostly based on the endlessly useful Doom Wiki and the Unofficial Doom Specs. It is not a port of the original Doom C source code into Rust; I've been doing my best to make the code as idiomatic as possible and have not looked at the original in a long time.

tinyrenderer - A brief computer graphics / rendering course

  •    C++

Check the wiki for the detailed lessons. My source code is irrelevant. Read the wiki and implement your own renderer. Only when you suffer through all the tiny details you will learn what is going on. I do want to get emails for feedback (dmitry.sokolov@univ-lorraine.fr); do not hesitate to contact me if you have any questions.

glutin - Pure Rust alternative to GLFW

  •    Rust

Alternative to GLFW in pure Rust. Glutin is an OpenGL context creation library and doesn't directly provide OpenGL bindings for you.

OpenRCT2 - An open source re-implementation of RollerCoaster Tycoon 2 🎢

  •    C++

An open-source re-implementation of RollerCoaster Tycoon 2. A construction and management simulation video game that simulates amusement park management. You only need a GitHub or Twitter account to access these channels.

Glitter - Dead Simple OpenGL

  •    CMake

Glitter is a dead simple boilerplate for OpenGL, intended as a starting point for the tutorials on learnopengl.com and open.gl. Glitter compiles and statically links every required library, so you can jump right into doing what you probably want: how to get started with OpenGL. Glitter has a single dependency: cmake, which is used to generate platform-specific makefiles or project files. Start by cloning this repository, making sure to pass the --recursive flag to grab all the dependencies. If you forgot, then you can git submodule update --init instead.