Hello, yesterday I officially released Louvre v1.0.0, a C++ library designed for building Wayland compositors with a primary focus on ease of development. It provides a default method for handling protocols, input events, and rendering, which you can selectively and progressively override as required, allowing you to see a functional compositor from day 1.
It supports multi-GPU setups, multi-session (TTY switching), and offers various rendering options, including a scene and view system that automatically repaints only the damaged (changing) regions during a frame. Because it uses multiple threads, it can maintain a high FPS rate with v-sync enabled when rendering complex scenarios. In contrast, single-threaded compositors often experience a rapid drop in FPS, for example, from 60 to 30 fps, due to “dead times” while waiting for a screen vblank, leading to the skipping of frames.
The library is freely available, open source, thoroughly documented, includes examples, and features a detailed tutorial.
You can find it here: https://github.com/CuarzoSoftware/Louvre
I hope it proves useful for you. If you decide to use it and encounter any doubts or wish to contribute to its development, please don’t hesitate to reach out.
Greetings!
What programming language?
Nim-lang. some code that I actually wrote using Raylib bindings (Naylib) (+what it’s loading)
I’ve asked about this on the Fediverse once already and didn’t get any responses.
Also note that bindings for Godot 4.X (or some other not-superheavy Linux-compatible engine that has an editor especially) are a big part of what I want, so some specifics that may work on paper otherwise might not fit the bill either. Also because polygonal art (meme made with 3.X, 4.0 eye animation, not-yet-in-4.X test of someone elses’ PR)