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Back to ddiakopoulos/tinygizmo

Open-source alternatives to Tinygizmo

30 open-source projects similar to ddiakopoulos/tinygizmo, ranked by how many features they have in common. Compare stars, activity and what each one does to find the best Tinygizmo alternative.

  • anael-seghezzi/maratis-tiny-c-libraryanael-seghezzi avatar

    anael-seghezzi/Maratis-Tiny-C-library

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    Maratis Tiny C library

    C
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  • ands/lightmapperands avatar

    ands/lightmapper

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    lightmapper.h is a C/C++ single-file library for lightmap baking by using your existing OpenGL renderer.

    C
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  • ands/seamoptimizerands avatar

    ands/seamoptimizer

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    A C/C++ single-file library that minimizes the hard transition errors of disjoint edges in lightmaps. It is based on a idea presented by Michał Iwanicki in the talk Lighting Technology of "The Last Of Us". A least squares solver is used to find a minimal error solution to the problem of sampling…

    C
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  • askeladdk/asepriteaskeladdk avatar

    askeladdk/aseprite

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    Package aseprite implements a decoder for Aseprite sprite files (.ase and .aseprite files).

    Go
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  • assimp/assimpassimp avatar

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    Assimp is a cross-platform 3D asset pipeline and import library that loads numerous industry-standard 3D file formats into a single unified internal data structure. It functions as a framework for converting 3D models between different file formats across multiple operating systems and architectures. The project provides a 3D mesh processing tool for normalizing and optimizing geometry through triangulation, vertex removal, and normal generation. It also includes a 3D asset export utility to write internal scene data back into various external file formats. The system covers broad capability

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  • azmr/colourblindazmr avatar

    azmr/colourblind

    31View on GitHub↗

    A C header file & shader for simulating colourblindness and checking contrast.

    C
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  • babylonjs/babylon.jsBabylonJS avatar

    BabylonJS/Babylon.js

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    Babylon.js is a JavaScript game engine and real-time graphics renderer designed for creating interactive three-dimensional visuals and applications. It functions as a web-based 3D framework and WebGL engine that enables the deployment of high-performance 3D content across various web platforms and devices. The project provides tools for web-based 3D game development, real-time graphics rendering, and the creation of browser-based interactive visualizations. It also supports the development of WebXR virtual and augmented reality experiences using standard web technologies. The framework cover

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  • bkaradzic/bgfxbkaradzic avatar

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    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

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  • blend2d/blend2dblend2d avatar

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    1,937View on GitHub↗

    2D Vector Graphics Engine Powered by a JIT Compiler

    C++2d-graphicsasmjitcpp
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  • codyjasonbennett/fourC

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    Minimal three.js alternative.

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    0View on GitHub↗

    Simple single header modular library for font rendering and atlas management.\ The library is designed to be lightweight, RFont.h itself does not directly handle rendering calls, it passes raw data to the user defined renderer.

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    As of 5/28/2024, RGL is no longer going to be actively updated

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  • createjs/easeljscreatejs avatar

    createjs/easeljs

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    EaselJS is a JavaScript library for creating interactive 2D graphics and animations using the HTML5 Canvas element. It functions as a 2D animation framework, a canvas scene graph manager, and an interaction wrapper for detecting and responding to mouse and touch events. The library features a rendering pipeline that utilizes WebGL to increase the drawing performance of bitmap and cached content. It organizes visual elements into a hierarchical display list, allowing nested groups of 2D graphics objects to be transformed and animated as single units. Its capabilities cover the rendering of ve

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  • cultrarius/swarmzCultrarius avatar

    Cultrarius/Swarmz

    138View on GitHub↗

    A free, header-only C++ swarming (flocking) library for real-time applications

    C++
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  • danzen/zimjsdanzen avatar

    danzen/zimjs

    579View on GitHub↗

    JavaScript Canvas Framework - Code Creativity! https://zimjs.com

    JavaScript
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  • devthicket/willowdevthicket avatar

    devthicket/willow

    8View on GitHub↗

    A display-tree 2D rendering layer for Ebitengine, including scene management, batching, cameras, culling, hit detection, and special effects. Inspired by Starling, Flash display lists, and PixiJS, adapted for Go's strengths.

    Go
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  • diligentgraphics/diligentengineDiligentGraphics avatar

    DiligentGraphics/DiligentEngine

    4,193View on GitHub↗

    DiligentEngine is a cross-platform graphics abstraction layer and physically-based rendering engine. It provides a unified interface for executing 3D graphics commands across multiple low-level rendering backends from a single codebase, including a dedicated system for importing 3D assets via the GLTF 2.0 format. The engine features an HLSL shader cross-compiler that allows a single set of shaders to run across different graphics APIs and operating systems. It supports advanced rendering capabilities such as ray-tracing, mesh shaders, variable rate shading, and bindless resources. The framew

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    View on GitHub↗4,193
  • eihigh/canvaseihigh avatar

    eihigh/canvas

    23View on GitHub↗

    This package is a fork of tdewolff/canvas containing changes for game development with Ebitengine. See Diffs from the original section for details.

    Go
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  • erkkah/tigrerkkah avatar

    erkkah/tigr

    896View on GitHub↗

    TIGR is a tiny cross-platform graphics library, providing a unified API for Windows, macOS, Linux, iOS and Android.

    C
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  • erparts/go-shapeserparts avatar

    erparts/go-shapes

    16View on GitHub↗

    shapes is a package for Ebitengine (the 2D game library written by Hajime Hoshi) that allows rendering some common shapes and effects in complementary ways to the official vector package. Some examples:

    Go
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  • fabricjs/fabric.jsfabricjs avatar

    fabricjs/fabric.js

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    Fabric.js is an object-oriented canvas library that provides an interactive framework for managing shapes, images, and text within an HTML5 canvas environment. It abstracts raw pixel-based drawing commands into a structured hierarchy of objects, enabling developers to manipulate, transform, and animate elements through a centralized event-driven system. The library distinguishes itself by offering comprehensive state serialization, allowing complex graphic compositions to be converted into JSON or SVG formats for persistent storage and reconstruction. It includes a built-in SVG parser that co

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    3D line art engine.

    Go
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    a ultra lightweight font renderer and font

    C
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    An immediate-mode, renderer agnostic, lightweight debug drawing API for C++.

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  • glfw/glfwglfw avatar

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    This project is a cross-platform library designed for desktop application development, providing a unified interface for window management, input handling, and hardware-accelerated graphics. It serves as a foundational framework that abstracts platform-specific windowing protocols and graphics APIs, enabling developers to create interactive software that functions consistently across Windows, macOS, and Linux. The library distinguishes itself by providing deep integration with low-level graphics APIs, specifically OpenGL and Vulkan. It manages the complexities of graphics context initializati

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    Filament is a real-time physically based rendering engine designed for high-fidelity 3D graphics. It functions as a cross-platform graphics library that provides a unified interface for rendering complex models and materials across desktop, mobile, and web environments. The engine distinguishes itself through a data-oriented architecture that optimizes memory usage and processing speed, alongside a shader-variant system that generates specialized code for specific material and lighting configurations. By abstracting diverse hardware graphics backends, it ensures consistent visual performance

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    google/ion

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    Ion

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  • aethiopicuschan/cubism-goaethiopicuschan avatar

    aethiopicuschan/cubism-go

    33View on GitHub↗

    cubism-go is an unofficial Golang implementation of the Live2D Cubism SDK. It leverages ebitengine/purego, making it easy to use.

    Go
    View on GitHub↗33