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@@ -3,26 +3,26 @@ stb
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single-file public domain libraries for C/C++
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-library | lastest version | category | description
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---------------------- | ---- | -------- | --------------------------------
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-**stb_vorbis.c** | 1.04 | audio | decode ogg vorbis files from file/memory to float/16-bit signed output
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-**stb_image.h** | 2.03 | graphics | image loading/decoding from file/memory: JPG, PNG, TGA, BMP, PSD, GIF, HDR, PIC
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-**stb_truetype.h** | 1.03 | graphics | parse, decode, and rasterize characters from truetype fonts
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-**stb_image_write.h** | 0.98 | graphics | image writing to disk: PNG, TGA, BMP
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-**stb_image_resize.h** | 0.90 | graphics | resize images larger/smaller with good quality
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-**stb_rect_pack.h** | 0.05 | graphics | simple 2D rectangle packer with decent quality
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-**stretchy_buffer.h** | 1.01 | utility | typesafe dynamic array for C (i.e. approximation to vector<>), doesn't compile as C++
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-**stb_textedit.h** | 1.5 | UI | guts of a text editor for games etc implementing them from scratch
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-**stb_voxel_render.h** | 0.80 | 3D graphics | Minecraft-esque voxel rendering "engine" with many more features
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-**stb_dxt.h** | 1.04 | 3D graphics | Fabian "ryg" Giesen's real-time DXT compressor
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-**stb_perlin.h** | 0.2 | 3D graphics | revised Perlin noise (3D input, 1D output)
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-**stb_easy_font.h** | 0.5 | 3D graphics | quick-and-dirty easy-to-deploy bitmap font for printing frame rate, etc
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-**stb_tilemap_editor.h** | 0.30 | game development | embeddable tilemap editor
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-**stb_herringbone_wang_tile.h** | 0.6 | game development | herringbone Wang tile map generator
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-**stb_c_lexer.h** | 0.06 | parsing | simplify writing parsers for C-like languages
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-**stb_divide.h** | 0.91 | math | more useful 32-bit modulus e.g. "euclidean divide"
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-**stb.h** | 2.24 | misc | helper functions for C, mostly redundant in C++; basically author's personal stuff
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-**stb_leakcheck.h** | 0.1 | misc | quick-and-dirty malloc/free leak-checking
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+library | lastest version | Lines Of Code | category | description
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+--------------------- | ---- | --------------| -------- | --------------------------------
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+**stb_vorbis.c** | 1.04 | audio | 5443 | decode ogg vorbis files from file/memory to float/16-bit signed output
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+**stb_image.h** | 2.03 | graphics | 6426 | image loading/decoding from file/memory: JPG, PNG, TGA, BMP, PSD, GIF, HDR, PIC
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+**stb_truetype.h** | 1.03 | graphics | 2629 | parse, decode, and rasterize characters from truetype fonts
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+**stb_image_write.h** | 0.98 | graphics | 730 | image writing to disk: PNG, TGA, BMP
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+**stb_image_resize.h** | 0.90 | graphics | 2585 | resize images larger/smaller with good quality
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+**stb_rect_pack.h** | 0.05 | graphics | 546 | simple 2D rectangle packer with decent quality
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+**stretchy_buffer.h** | 1.01 | utility | 209 | typesafe dynamic array for C (i.e. approximation to vector<>), doesn't compile as C++
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+**stb_textedit.h** | 1.5 | UI | 1284 | guts of a text editor for games etc implementing them from scratch
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+**stb_voxel_render.h** | 0.80 | 3D graphics | 3644 | Minecraft-esque voxel rendering "engine" with many more features
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+**stb_dxt.h** | 1.04 | 3D graphics | 624 | Fabian "ryg" Giesen's real-time DXT compressor
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+**stb_perlin.h** | 0.2 | 3D graphics | 175 | revised Perlin noise (3D input, 1D output)
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+**stb_easy_font.h** | 0.5 | 3D graphics | 220 | quick-and-dirty easy-to-deploy bitmap font for printing frame rate, etc
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+**stb_tilemap_editor.h** | 0.30 | game development | 4097 | embeddable tilemap editor
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+**stb_herringbone_wang_tile.h** | 0.6 | game development | 1217 | herringbone Wang tile map generator
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+**stb_c_lexer.h** | 0.06 | parsing | 809 | simplify writing parsers for C-like languages
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+**stb_divide.h** | 0.91 | math | 373 | more useful 32-bit modulus e.g. "euclidean divide"
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+**stb.h** | 2.24 | misc | 14086 | helper functions for C, mostly redundant in C++; basically author's personal stuff
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+**stb_leakcheck.h** | 0.1 | misc | 117 | quick-and-dirty malloc/free leak-checking
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FAQ
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---
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@@ -45,6 +45,17 @@ attribution requirement). They may be less featureful, slower,
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and/or use more memory. If you're already using an equivalent
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library, there's probably no good reason to switch.
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+#### Why do you list "lines of code"? It's a terrible metric.
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+
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+Just to give you some idea of the internal complexity of the library,
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+to help you manage your expectations, or to let you know what you're
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+getting into. While not all the libraries are written in the same
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+style, they're certainly similar styles, and so comparisons between
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+the libraries are probably still meaningful.
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+
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+Note though that the lines do include both the implementation, the
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+part that corresponds to a header file, and the documentation.
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+
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#### Why single-file headers?
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Windows doesn't have standard directories where libraries
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