- How do "header only" libraries work in C or C++? https://github.com/nothings/stb/blob/master/stb_image.h 3 comments learnprogramming
Linking pages
- How I still use Flash in 2022 – Foon by Robin Allen https://foon.uk/how-flash-2022/ 482 comments
- Why I develop on Windows https://blog.shortround.dev/why-i-think-windows-is-the-best-dev-platform/ 187 comments
- JaiPrimer/JaiPrimer.md at master · BSVino/JaiPrimer · GitHub https://github.com/BSVino/JaiPrimer/blob/master/JaiPrimer.md 163 comments
- GitHub - SuperIlu/DOjS: A DOS JavaScript Canvas with sound https://github.com/SuperIlu/DOjS 62 comments
- GitHub - grz0zrg/fbg: Lightweight C 2D graphics API agnostic library with parallelism support https://github.com/grz0zrg/fbg 49 comments
- So, you want to make a game engine | lisyarus blog https://lisyarus.github.io/blog/programming/2023/09/15/so-you-want-to-make-a-game-engine.html 47 comments
- GitHub - fffaraz/awesome-cpp: A curated list of awesome C++ (or C) frameworks, libraries, resources, and shiny things. Inspired by awesome-... stuff. https://github.com/fffaraz/awesome-cpp 38 comments
- GitHub - syoyo/tinygltf: Header only C++11 tiny glTF 2.0 library https://github.com/syoyo/tinygltf 32 comments
- GitHub - farukalpay/OpenGL-Particle-Motion: This project simulates the motion of electrons and protons using Coulomb's Law. The simulation is visually represented on-screen using OpenGL. https://github.com/farukalpay/OpenGL-Particle-Motion 32 comments
- GitHub - acmarrs/IntroToDXR: A barebones sample application to get you jump started with DirectX Raytracing (DXR)! https://github.com/acmarrs/IntroToDXR 18 comments
- 16BPP.net: Blog / Ray Tracing Book Series Review & Nim First Impressions https://16bpp.net/blog/post/ray-tracing-book-series-review-nim-first-impressions 9 comments
- Flap Hero Code Review https://preshing.com/20201210/flap-hero-code-review/ 5 comments
- 16BPP.net: Blog / stb_image Wrapper for Nim https://16bpp.net/blog/post/stb_image-wrapper-for-nim 2 comments
- GitHub - Dragons-Lake/REI: REI is a cross-platform rendering framework and a comprehensive graphics API. Adaptable to various platforms, including PC, consoles, and mobile. It simplifies porting, especially for games developed on custom or proprietary engines. Functions as a cross-platform API as well as a helper library for platform-specific API. https://github.com/Dragons-Lake/REI 1 comment
- GitHub - ConfettiFX/The-Forge: The Forge Cross-Platform Rendering Framework PC Windows, Linux, Ray Tracing, macOS / iOS, Android, XBOX, PS4, PS5, Switch, Quest 2 https://github.com/ConfettiFX/The-Forge 0 comments
- GitHub - musicrizz/MyFragmentsLoader: My Utility for learn OpenGl stuff - It can load multiple programs ("multiple fragment shaders with one vertex shader in common") . You can select the current fragment to display and when you edit the fragment source, current or not, the application reload the associated program. For me it is util with https://thebookofshaders.com/ and https://www.shadertoy.com/ - for example you can run this app to view the result and edit the fragment shader with Visual Studio Code https://github.com/musicrizz/MyFragmentsLoader 0 comments
- GitHub - tgfrerer/island: 🌋🐎 Project Island is an experimental, hot-reloading Vulkan Renderer for Linux and Windows, written in C/C++. https://github.com/tgfrerer/island 0 comments
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