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For the last few weeks I spend some time coding, writing and cleaning up my notes from almost a year since I published nuklear.
Basically this is a possible implementation for a graphical user interface builder backend with support for an immediate mode style API. So it provides a way to define non-mutating UI state, an immediate mode style API for dynamic UI components (lists,trees,...) and a combination of both.
The core implementation is ~800 LOC without any kind of default widgets or extensions.
At first this seems quite counter intuitive. However since the inherent design allows for lots of different ways to define any
widget like buttons it does not make sense to provide a specific default implementation. The way this code was architectured
furthermore removes the need for style/skinning configurations used in Nuklear since widget painting is just calling a small
A collection of WebGL and WebGPU frameworks and libraries
A non-exhaustive list of WebGL and WebGPU frameworks and libraries. It is mostly for learning purposes as some of the libraries listed are wip/outdated/not maintained anymore.
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A. Schneider, "Real-Time Volumetric Cloudscapes," in GPU Pro 7: Advanced
Rendering Techniques, 2016, pp. 97-127. (Follow up presentations here, and here.)
S. Hillaire, "Physically Based Sky, Atmosphere and Cloud Rendering in Frostbite"
in Physically Based Shading in Theory and Practice course, SIGGRAPH 2016. [video][course notes][scatter integral shadertoy]
[R. Högfeldt, "Convincing Cloud Rendering – An Implementation of Real-Time Dynamic Volumetric Clouds in Frostbite"](https://odr.chalmers.se/hand