I personally have written my own SDL alternative called iota, in D. It has less capabilities, and more bugs, but in exchange it has a nicer syntax (the only ugliness is that you need some implicit destructor calls, but a potential alt-runtime version will more likely depend on that), and doesn't come with a DLL that has an alternative memory allocator to allow you to easily port your game to a rare handheld console.
You already did, thanks for the addition! The comments are a part of the list! Never used it so not that confident in mentioning it too much in the video.
As I saw in one of the reddit posts, "Whole gamedev community must build a big golden statue for ocornut (author of ImGui) as a gratitude for simplifying our lives"
I got fined $25 for parking on the street while staying overnight at a friends house. I found the ticket on my windshield the next morning. I find it very upsetting that my friend told me I could park there, even though I could not.
10:30 I think for entities you have EnTT and FLECS not FLEX EnTT is c++ 17 FLECS is c99 so you can use it with any programming language Maybe FLEX exist and im not aware of it.
he is mising many things: additional alternatives for audio: steam audio, miniaudio, Openal additional alternatives to physics: jolt physics correction crytek doesnt use assimp they use fbx sdk
@@SirusStarTV Actually, I think by default PhysX runs on the CPU. It does have the option to be accelerated with CUDA, though. But it has to be built separately. AFAIK Unity and Unreal both use the CPU version of PhysX. For my personal project, I'm interested in the GPU/CUDA side.
I work for some of the "big guys" and they are still using FBX. It's potentially on the way out (but that will take along time) - but definitely still used.
What of these do actually matter to me when using Unreal? I do not mind cool new stuff to save some time but I feel like lots of this is alrdy inside unreal or they have their own solution for it
The video clearly targeted people making their own engines. If you are using Unreal, then yes. It doesn't matter to you. And, AFAIK, ImGui is still quite popular even among UE developers. It's faster and more intuitive than Slate UI when it comes to creating debug menus.
@@NuttachaiTipprasert Yeah I thought so too but you know I wouldn't mind using some of these if it helps making my life easier. Thats why I was asking. Maybe I give ImGui a try. I feel like some basic UI could help debugging RIGHT NOW so yeah ^^ Is it hard to use with Unreal? I mean hard to implement?
you don't need any of these, the developers of UE already implemented similar features and capabilities of all these libraries to be part of the engine. the only external library which UE people use is IMGUI which offers faster and better ui than the native one.
As far as I can tell, source 2 uses QT not SDL for rendering (I know for a fact that they rewrote their SDK in QT not positive. If they use it in their games yet).
Is it as fun as reinvting the wheel? no.. so I'm gonna pass and spend the rest of my life with something that will never be finished, thank you for your input but no :)
@@tandomrandom A better alternative is whichever multimedia framework included with the target OS: Media Foundation on Windows, Core Video on OSX and iOS. Using that OS-provided stuff is the only reliable way to get hardware video decoding.
Its funny how most of them are outdated either fundamentally or in their implementation. Immediate ui rendering? Consumer (png/jpeg) formats for gamedev? Json??? Bitmap fonts? SDL for rendering? FidelityFX (don't miss the 'i') and PhysX are somewhat good, but you better take inspiration from them rather than just using. And man, placing json parser and syntax-sugar meta library near GPUOpen tools collection (and even giving it less screentime) is crazy.
📌10:30 Correction: FLECS, not FLEX
what's the disadvantage of use stb_truetype for font instead of freetype?
For 3D physics I also recommend Jolt Physics
bullet physics is great, although nowadays jolt physics is all the rage, but it lacks motion interpolation and you have to implement it yourself
Thx for the mention. Many people are mentioning jolt, so will definitely have to give it a try!
@@oskar_schramm i like bullet more, so i am glad you already mentioning it ... jolt has its tradeoffs for me at least
I personally have written my own SDL alternative called iota, in D. It has less capabilities, and more bugs, but in exchange it has a nicer syntax (the only ugliness is that you need some implicit destructor calls, but a potential alt-runtime version will more likely depend on that), and doesn't come with a DLL that has an alternative memory allocator to allow you to easily port your game to a rare handheld console.
SDL is amazing! Great video, man. Hope your channel grows.
I heard its 2d only is that right?
You really need to add BGFX to this list
You already did, thanks for the addition! The comments are a part of the list!
Never used it so not that confident in mentioning it too much in the video.
BGFX definitely should have been number 1 on the list
For mesh optimization there is also meshopt library
As I saw in one of the reddit posts, "Whole gamedev community must build a big golden statue for ocornut (author of ImGui) as a gratitude for simplifying our lives"
What about supporting his job ? it will costs much less than a golden statue
Wish there was a video like this for Java
I've been programming and working on game engines for 10 years and still I fined this video very helpful
for physics I would add Jolt Physics as well
Fined
Fined
I got fined $25 for parking on the street while staying overnight at a friends house. I found the ticket on my windshield the next morning. I find it very upsetting that my friend told me I could park there, even though I could not.
10:30 I think for entities you have
EnTT and FLECS not FLEX
EnTT is c++ 17
FLECS is c99 so you can use it with any programming language
Maybe FLEX exist and im not aware of it.
Flecs is the correct one yes, thanks. Editing was wrong, will add as a pinned comment
Flecs also has a C++ API that can be used from C++11 and upwards :)
I like to get Godot, go in the about window, and "Third-party Licenses". Lots of great OSS libraries there.
Awesome way to find libraries that are used in todays standard!
I am currently found a hidden gem channel
Please give a link to github repo with links to libraries featured at the beginning. :-)
Pinned comment. Thanks for mentioning ;)
Sokol is great too
Cool! Never heard of, adding that to the collection 💯
Yoinking nlohmann :]
reinventing the wheel....not me lol
Well I tried unreal at 15 bur it burned my craptop to shutdown.
I am building my own to cut down size and really squeeze out speed
Jolt seems to be a pretty popular physics engine these days.
Edit: oof, hearted and then unhearted.
❤
What is that repo at tge beniging
2nd Pinned comment
he is mising many things:
additional alternatives for audio: steam audio, miniaudio, Openal
additional alternatives to physics: jolt physics
correction crytek doesnt use assimp they use fbx sdk
thanks
Jolt rocks
Discord link doesn't work
pretty sure simplygon is like $5000 a year or $35000 for teams :/
nice
I don't think PhysX is industry standard anymore. Most of the game engines are moving away from PhysX.
Havoc is indeed used more, but the fact that it isn’t free nor open source makes it just an alternative for smaller studios and personal development
@@oskar_schrammJolt is a solid options for FOSS
@@oskar_schramm jolt physics is getting traction
About to say this. Jolt is getting more adoption in both commercial and open-source engines.
nvidia PhysX, Bullet, Havoc and Jolt
why not GLFW
Great addition! Just didn't add it. It was actually what I started when I started doing C++
Not flex but flecs, pls fix this
Yes correct thanks, can’t really fix it. Will add a pinned comment
Even unity uses PhysX
PhysX accelerates physics calculations on GPU, why would anyone not use or reinvent it.
@@SirusStarTV Actually, I think by default PhysX runs on the CPU. It does have the option to be accelerated with CUDA, though. But it has to be built separately. AFAIK Unity and Unreal both use the CPU version of PhysX. For my personal project, I'm interested in the GPU/CUDA side.
Tja, jobbar du med AAA? Eller indie?
AA 😎
.FBX is not industry standard anymore, all the big guys use OSD
You mean USD?
wthell is OSD
It‘s USD and no, most studios are still on FBX.
I mentioned that it’s not optimal format and people are moving away, but fbx is indeed still a standard.
I work for some of the "big guys" and they are still using FBX. It's potentially on the way out (but that will take along time) - but definitely still used.
wwise
I'm sure you realize it by now, but if I comment you get an engagement bump. nlohmann, not nholmann
Can I use these with raylib?
Yes, you just have to pick and choose which ones you’d like, and either use a package manager or link them yourself
@@oskar_schramm thank you.
What of these do actually matter to me when using Unreal? I do not mind cool new stuff to save some time but I feel like lots of this is alrdy inside unreal or they have their own solution for it
The video clearly targeted people making their own engines. If you are using Unreal, then yes. It doesn't matter to you.
And, AFAIK, ImGui is still quite popular even among UE developers. It's faster and more intuitive than Slate UI when it comes to creating debug menus.
@@NuttachaiTipprasert Yeah I thought so too but you know I wouldn't mind using some of these if it helps making my life easier. Thats why I was asking. Maybe I give ImGui a try. I feel like some basic UI could help debugging RIGHT NOW so yeah ^^
Is it hard to use with Unreal? I mean hard to implement?
you don't need any of these, the developers of UE already implemented similar features and capabilities of all these libraries to be part of the engine. the only external library which UE people use is IMGUI which offers faster and better ui than the native one.
As far as I can tell, source 2 uses QT not SDL for rendering (I know for a fact that they rewrote their SDK in QT not positive. If they use it in their games yet).
Ah didn’t know they switched. For the longest time they used SDL though, both SDL and valve has been open about it.
qt is a gui and windowing library, has nothing to do with the rendering.
none of these libraries can even be remotely called wheels
Is it as fun as reinvting the wheel? no.. so I'm gonna pass and spend the rest of my life with something that will never be finished, thank you for your input but no :)
ffmpeg?
Has some patent issues besides a ton of bugs you don't want in a game.
@Kobold666 alternative?
@@tandomrandom A better alternative is whichever multimedia framework included with the target OS: Media Foundation on Windows, Core Video on OSX and iOS. Using that OS-provided stuff is the only reliable way to get hardware video decoding.
RAD game tools had an alternative that I remember.
Its funny how most of them are outdated either fundamentally or in their implementation. Immediate ui rendering? Consumer (png/jpeg) formats for gamedev? Json??? Bitmap fonts? SDL for rendering?
FidelityFX (don't miss the 'i') and PhysX are somewhat good, but you better take inspiration from them rather than just using.
And man, placing json parser and syntax-sugar meta library near GPUOpen tools collection (and even giving it less screentime) is crazy.
Whats the problem with immediate ui rendering?
I use it and it is 1 drawcall. (I dont use DEAR Imgui I use my own)