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Procedural generation library for Unity
Quick Overview
Glitter is a lightweight, cross-platform, and modern OpenGL rendering framework written in C++. It provides a simple and intuitive API for creating 2D and 3D graphics applications, with support for various rendering techniques, input handling, and asset management.
Pros
- Cross-Platform: Glitter is designed to be cross-platform, allowing developers to create applications that can run on Windows, macOS, and Linux.
- Lightweight: The framework is lightweight and efficient, with a small footprint and minimal dependencies, making it suitable for a wide range of projects.
- Modern OpenGL: Glitter utilizes the latest version of OpenGL, providing access to modern rendering features and techniques.
- Intuitive API: The API is designed to be easy to use and understand, with a focus on simplicity and developer productivity.
Cons
- Limited Documentation: The project's documentation could be more comprehensive, which may make it challenging for new users to get started.
- Lack of Active Maintenance: The project appears to have limited active maintenance, with the last commit being over a year ago.
- Limited Community: The project has a relatively small community, which may limit the availability of support and resources.
- Dependency on OpenGL: Glitter is heavily dependent on OpenGL, which may not be the preferred rendering API for all developers.
Code Examples
Here are a few code examples demonstrating the usage of Glitter:
// Creating a window and rendering a triangle
#include <Glitter.hpp>
int main() {
Glitter::Window window("Glitter", 800, 600);
// Vertex data
float vertices[] = {
-0.5f, -0.5f, 0.0f,
0.5f, -0.5f, 0.0f,
0.0f, 0.5f, 0.0f
};
// Create and bind the vertex buffer object
Glitter::VertexBuffer vbo(vertices, sizeof(vertices));
vbo.Bind();
// Create and bind the vertex array object
Glitter::VertexArray vao;
vao.Bind();
vbo.VertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
vao.EnableVertexAttribArray(0);
// Compile and use the shader program
Glitter::Shader shader("path/to/vertex.glsl", "path/to/fragment.glsl");
shader.Use();
while (!window.ShouldClose()) {
window.Clear();
vao.Bind();
glDrawArrays(GL_TRIANGLES, 0, 3);
window.SwapBuffers();
}
return 0;
}
This code demonstrates how to create a window, set up a vertex buffer and vertex array object, compile and use a shader program, and render a triangle.
// Loading and rendering a texture
#include <Glitter.hpp>
int main() {
Glitter::Window window("Glitter", 800, 600);
// Load a texture
Glitter::Texture texture("path/to/texture.png");
// Create a vertex buffer and vertex array object
float vertices[] = {
// Positions // Texture Coords
0.5f, 0.5f, 0.0f, 1.0f, 1.0f,
0.5f,-0.5f, 0.0f, 1.0f, 0.0f,
-0.5f,-0.5f, 0.0f, 0.0f, 0.0f,
-0.5f, 0.5f, 0.0f, 0.0f, 1.0f
};
Glitter::VertexBuffer vbo(vertices, sizeof(vertices));
Glitter::VertexArray vao;
vao.Bind();
vbo.VertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE,
Competitor Comparisons
Procedural generation library for Unity
Pros of ProceduralToolkit
- Extensive Functionality: ProceduralToolkit provides a wide range of procedural generation tools, including terrain, vegetation, and building generation, as well as various noise functions and utility classes.
- Active Development: The project is actively maintained, with regular updates and bug fixes, ensuring its continued relevance and reliability.
- Detailed Documentation: The project's documentation is comprehensive, providing clear explanations and examples for each feature, making it easier for developers to get started and integrate the toolkit into their projects.
Cons of ProceduralToolkit
- Steeper Learning Curve: The extensive functionality of ProceduralToolkit may come with a steeper learning curve compared to Glitter, which has a more focused scope.
- Larger Codebase: The comprehensive nature of ProceduralToolkit results in a larger codebase, which may be less approachable for developers looking for a more lightweight solution.
- Potential Performance Impact: The powerful features of ProceduralToolkit may have a higher performance impact compared to Glitter, depending on the specific use case and optimization requirements.
Code Comparison
Glitter (Polytonic/Glitter):
public static void Render(Mesh mesh, Material material)
{
Graphics.DrawMesh(mesh, transform.localToWorldMatrix, material, gameObject.layer);
}
ProceduralToolkit (Syomus/ProceduralToolkit):
public static Mesh GenerateGrid(int width, int height, float cellSize = 1f, bool centered = false)
{
var mesh = new Mesh();
mesh.vertices = GenerateGridVertices(width, height, cellSize, centered);
mesh.triangles = GenerateGridTriangles(width, height);
mesh.RecalculateNormals();
mesh.RecalculateBounds();
return mesh;
}
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Glitter
Summary
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.
Getting Started
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.
git clone --recursive https://github.com/Polytonic/Glitter
cd Glitter
cd Build
Now generate a project file or makefile for your platform. If you want to use a particular IDE, make sure it is installed; don't forget to set the Start-Up Project in Visual Studio or the Target in Xcode.
# UNIX Makefile
cmake ..
# Mac OSX
cmake -G "Xcode" ..
# Microsoft Windows
cmake -G "Visual Studio 14" ..
cmake -G "Visual Studio 14 Win64" ..
...
If you compile and run, you should now be at the same point as the Hello Window or Context Creation sections of the tutorials. Open main.cpp on your computer and start writing code!
Documentation
Many people overlook how frustrating it is to install dependencies, especially in environments lacking package managers or administrative privileges. For beginners, just getting set up properly set up can be a huge challenge. Glitter is meant to help you overcome that roadblock.
Glitter provides the most basic windowing example. It is a starting point, and tries very hard not to enforce any sort of directory structure. Feel free to edit the include paths in CMakeLists.txt
. Glitter bundles most of the dependencies needed to implement a basic rendering engine. This includes:
Functionality | Library |
---|---|
Mesh Loading | assimp |
Physics | bullet |
OpenGL Function Loader | glad |
Windowing and Input | glfw |
OpenGL Mathematics | glm |
Texture Loading | stb |
If you started the tutorials by installing SDL, GLEW, or SOIL, stop. The libraries bundled with Glitter supersede or are functional replacements for these libraries.
I have provided sample implementations of an intrusive tree mesh and shader class, if you're following along with the tutorials and need another reference point. These were used to generate the screenshot above, but will not compile out-of-the-box. I leave that exercise for the reader. :smiley:
License
The MIT License (MIT)
Copyright (c) 2015 Kevin Fung
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
Top Related Projects
Procedural generation library for Unity
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