Displaying 20 to 31 from 31 results

game.android - Simpliest OpenGL-ES Framework

  •    Java

While some real world applications were done using this tiny framework it still aims to be as simple as possible for learning purposes same time staying full functional. Use it to know what basic processes do happen behind the scene of big opengl 2D frameworks.

indielib-crossplatform - IndieLib is a cross-platform Game Graphics engine

  •    C

Indielib is a C++ 2.5d library for game development and fast game prototyping in a really easy way. It was originally written for DirectX 9.0c. This project is the cross platform version of this library. ##IMPORTANT INFORMATION: This project does not have active developers working on it. The team leader, DarthMike, has moved on to other projects because of lack of time to both maintain regularly and deliver more features. MFK, the second active member of the team is not actively developing anymore. You are more than welcome to take over the project if you want.

qfusion - Source code for cross-platform OpenGL gaming engine

  •    C

This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.

swift-android-kotlin - Kotlin/Swift integration example

  •    Swift

An example application for mixing Swift and Kotlin in an Android application. This allows you to reuse model layer code from your iOS application when porting to Android. The "binding" between the Kotlin or Java code and Swift is completely type safe with all JNI code automatically generated using a script. Building the Swift code is performed using the Swift Package manager and a small gradle plugin. To create a new application, decide on a pair of interfaces to connect to and from your Swift code and place them in a Java Source. Use the command ./genswift.sh in the SwiftJava Project to generate Swift (& Java) sources to include in your application or adapt the genhello.sh script. Your app's only Package.swift dependency should be the core JNI interfacing code java_swift.

acf - Aggregated Channel Feature object detection in C++ and OpenGL ES 2

  •    C++

This module is very well suited to running real time object detection on mobile processors, where recent high performing but GPU needy DNN approaches aren't as suitable. The ACF pyramids can be computed with the OpenGL ES 2.0 shaders and retrieved more or less for free (< 1 frame time with 1 frame of latency). For selfie video, the pretrained face detectors (see FACE80 and FACE64) run in a few milliseconds on an iPhone 7. TODO: The Locally Decorrelated Channel Feature addition has not yet been added (see LDCF), but the 5x5 kernels should map well to OpenGL shaders. That should make performance very competitive (see Piotr's references for comparisons). ACF is a CMake based project that uses the Hunter package manager to download and build project dependencies from source as needed. Hunter contains detailed documentation, but a few high level notes and documentation links are provided here to help orient first time users. In practice, some working knowledge of CMake may also be required. Hunter itself is written in CMake, and is installed as part of the build process from a single HunterGate() macro at the top of the root CMakeLists.txt file (typically cmake/Hunter/HunterGate.cmake) (you don't have to build or install it). Each CMake dependency's find_package(FOO) call that is paired with a hunter_add_package(FOO CONFIG REQUIRED) will be managed by Hunter. In most cases, the only system requirement for building a Hunter project is a recent CMake with CURL support and a working compiler correpsonding to the operative toolchain. Hunter will maintain all dependencies in a versioned local cache by default (typically ${HOME}/.hunter) where they can be reused in subsequent builds and shared between different projects. They can also be stored in a server side binary cache -- select toolchains will be backed by a server side binary cache (https://github.com/elucideye/hunter-cache) and will produce faster first time builds (use them if you can!).

lvg - Lion Vector Graphics

  •    C

LVG is a lightweight flash player replacement. Basic idea: we have some assets in a package and sctipts that renders them. It's designed to use a very small runtime (around 200kb without video codecs) for player and runs on android, ios, web and more.

UIKit-cross-platform - Cross-platform Swift implementation of UIKit, mostly for Android

  •    Swift

UIKit-cross-platform is a UI framework for native apps, which enables code targeting iOS UIKit to run on other platforms, particularly on Android. Currently in mobile development apps have to be written twice, for iOS and Android, or native performance has to be sacrificed with a cross-platform solution such as React Native.

DiligentCore - This repository implements core functionality of Diligent Engine

  •    C++

This module implements Diligent Engine's core functionality: Direct3D11, Direct3D12, OpenGL, OpenGLES, and Vulkan rendering backends as well as basic platform-specific utilities. It is self-contained and can be built by its own. The module's cmake script defines a number of variables that are required to generate build files for other modules, so it must always be handled first. To build the module, see build instructions in the master repository.

glimpse-framework - OpenGL made simple

  •    Kotlin

Some of the resources used by the application are generated by Gradle scripts, so the application will not work properly when started from an IDE. See our examples page.