39 Repos
Reference implementations and boilerplate for common programming tasks.
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Dieses Projekt ist eine Immediate-Mode-GUI-Bibliothek, die für die schnelle Entwicklung von Tools und Diagnose-Schnittstellen konzipiert ist. Durch die Generierung der UI-Geometrie in jedem Frame mittels prozeduralem Code entfällt die Notwendigkeit einer persistenten Zustandssynchronisation zwischen Anwendungsdaten und der Schnittstelle. Es ist primär für die Integration in bestehende Rendering-Pipelines gedacht, wo es rohe Vertex-Buffer und Draw-Befehle erzeugt, die agnostisch gegenüber der zugrunde liegenden Grafik-API sind. Die Bibliothek zeichnet sich durch eine stark entkoppelte Architektur aus, die komplexe, andockbare und Multi-Viewport-Layouts unterstützt. Sie verwaltet Fensterpositionen, Tab-Dragging und Node-Splitting, wodurch Entwickler Schnittstellenelemente in unabhängige Betriebssystemfenster auslagern können. Um eine konsistente Interaktion in verschiedenen Umgebungen zu gewährleisten, bildet sie native Eingabeereignisse in ein einheitliches Format ab und bietet eine robuste identifier-basierte Bereichsverwaltung, um Elementzustände über Frames hinweg zu verfolgen. Das Framework bietet eine breite Palette an Funktionen für den Aufbau anspruchsvoller Engine-Tools und Diagnose-Dienstprogramme. Es umfasst Unterstützung für fortgeschrittene visuelle Komponenten wie Node-Editoren, 2D- und 3D-Plotter sowie spezialisierte Inspektoren, neben der Infrastruktur für DPI-Skalierung und benutzerdefiniertes Shape-Rendering. Das System ist auf hohe Portabilität ausgelegt und bietet Konfigurationsoptionen zur Kompilierzeit, die es Entwicklern ermöglichen, Kerndatenstrukturen und mathematische Typen an spezifische Engine-Anforderungen anzupassen. Das Repository bietet umfangreiche Beispiele für die Verbindung der Bibliothek mit wichtigen Grafik-Backends und Frameworks sowie Tools zur Generierung sprachspezifischer Bindings.
Immediate mode graphical user interface library for performance-critical applications.
bgfx is a cross-platform, graphics rendering abstraction layer designed for high-performance applications. It provides a unified interface that maps high-level rendering commands to native graphics APIs, allowing developers to maintain a single codebase that executes consistently across diverse operating systems and hardware architectures. The library distinguishes itself through a multi-threaded command submission model that decouples rendering logic from the main application thread, effectively minimizing CPU bottlenecks. It utilizes a backend-agnostic command buffer and a deferred resource
Cross-platform rendering library built with data-oriented design principles.
Odin is a compiled, statically typed systems programming language designed for high-performance software development. It focuses on pragmatic low-level memory control, providing a toolset for manual memory management and precise control over hardware utilization. The language is distinguished by its flexible memory model, which includes custom allocators and precise data layout capabilities to optimize resource usage. It features a comprehensive foreign function interface for importing assembly files and linking with external libraries using configurable calling conventions. The type system
Comprehensive demonstration of language features.
This project is a sample library and implementation guide for using RxJava to manage asynchronous data streams and concurrent tasks in Android applications. It provides a collection of reference implementations for reactive programming, focusing on functional operators to transform and combine asynchronous data flows. The library demonstrates specific Android architectural patterns, such as implementing decoupled event buses for component communication and coordinating parallel network requests. It includes concrete examples of mobile-specific patterns including search input debouncing, list
Features a curated set of reactive examples for mobile developers.
Movie discovery app showcasing MVP, RxJava, Dagger 2 and Clean Architecture
Demonstrates reactive patterns within a model-view-presenter architecture.
A complete and cross-platform game engine designed for flexibility, performance, and fast-iterations.
Data-driven game engine architecture demonstrating high-performance design.
An extensive tutorial on RxJava
Offers introductory code samples for reactive programming concepts.
A DAW for Microsoft Excel
Implements a digital audio workstation within the host environment.
For using Odin and WASM together.
Example of using the language with WASM and WebGL.
A fully OOP, Model-View-Controller (MVC) architecture implementation of the classic Battleship board game, running hosted in Excel, written in VBA to demonstrate the language's little-known OOP capabilities.
Demonstrates game logic implementation within the host application.
This project offers a cheap and simple way of loading software onto a Commodore 64 or Commodore Vic-20 retro-computer from a macro-enabled Excel spreadsheet. It consists of two main components, an Arduino microcontroller which connects to the Commodore serial port, and the spreadsheet which…
Emulates legacy computer loading processes.
Building Odin with OpenCV demo.
Demonstration of image processing using OpenCV bindings.
A VBA library for capturing MouseWheel and other mouse events in UserForms and controls using the InkCollector object, without subclassing or complex Win32 API calls.
Handles mouse events using native system hooks.
Single-procedure triangle rendering using Direct3D 12.
Direct3D 11 graphics pipeline implementation.
Integration demo for MicroUI and SDL2 windowing.
GPU heap suballocation using a custom memory allocator.