Polytonic
Flap-top with side-access zippers. Carries my 15" rMBP in a padded pocket, has a decent selection of mesh pockets, rubber hooks for attaching a bicycle rear-light, and fits under an airplane seat.
How do you buy $7B of stuff you don't need?
What features would you consider to be missing?
>Major problem with many of those libraries, including this one, is that, while they help you with hello world, they cripple the real-world functionality. All this low-level stuff that is there in the standard usually has its use. Of course it could and should be simpler, but most of those wrapper libraries guess too much and make many optimizations inaccessible or very hard to achieve.
Of course, though I wouldn't say cripple. With abstraction comes an associated performance cost. Chlorine is intended to reduce the barrier to entry. It's one of those "do things that don't scale" ideas. It hides some of the boilerplate from you, and is meant to help you quickly validate your ideas. If you need more fine-grained control over memory allocation, execution order, etc., you can always turn to the C/C++ API for performance, and it shouldn't be too difficult to port.
>The library that I wrote for Clojure (and Java), ClojureCL (http://clojurecl.uncomplicate.org) even supports OpenCL 2.0 (which is usually not supported in other libraries), while still allowing you all sorts of low-level performance optimizations accessible in the native C API, and is (in my opinion) rather simple to use compared to other libraries, and requires little boilerplate.
My goal is to make GPU programming more accessible, so it's always good to see competition! Anyway, Chlorine is OpenCL 1.1/1.2 only, mainly because OSX is not OpenCL 2.0 compatible (knowing Apple, it may never be).
>I'd love to use this, if there were more options available.
Did you have anything specific in mind? I'd be happy to add features.
Chlorine: Dead Simple GPGPU
Chlorine – Dead-simple framework for OpenCL
Annotated Realtime Raytracing
Glitter started off as a quickstart for students taking Computer Graphics related classes at my school, not as the foundation for writing commercial game engines.
Was there something in mind that you feel like is missing? I'm happy to add to the readme.
What does it do under Windows? Does it run say, devenv.exe/msbuild in the shell, as opposed to in Visual Studio?
I'll look into adding it in the future though!
Looks a bit prettier than the default GitHub repository page anyway.
This is the result! Hope you find it helpful!
:)
Glitter – Dead-simple boilerplate for OpenGL
WebGL Realtime Raytracing
I was aiming more for "simpler" to start with I think.
If you have a specific problem in mind, I'd be happy to work on adding it as an example.
I'm in search of my first "customer" so to speak. :)
No raw pointers, but you can use C arrays (was that what you meant by raw pointers?).
Visualizing the Mandelbrot Set with Chlorine
I've spent a significant amount of time learning both OpenGL and WebGL, and I have to say, there is significant value in starting with OpenGL first. For starters, the GLSL compiler is much friendlier. There are also merits to understanding the state-machine from a "C" perspective.