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Siv3D

Siv3D logo

Siv3D (OpenSiv3D) is a C++20 framework for creative coding (2D/3D games, media art, visualizers, and simulators). Siv3D applications run on Windows, macOS, Linux, and the Web.

Features

  • Graphics
    • Advanced 2D graphics
    • Basic 3D graphics (Wavefront OBJ, primitive shapes)
    • Custom vertex / pixel shaders (HLSL, GLSL)
    • Text rendering (Bitmap, SDF, MSDF)
    • PNG, JPEG, BMP, SVG, GIF, Animated GIF, TGA, PPM, WebP, TIFF
    • Unicode 14.0 emojis and 7,000+ icons
    • Image processing
    • Video rendering
  • Audio
    • WAVE, MP3, AAC, OggVorbis, Opus, MIDI, WMA*, FLAC*, AIFF*
    • Adjustable volume, pan, play speed and pitch
    • File streaming (WAVE, MP3, OggVorbis)
    • Fade in and fade out
    • Looping
    • Mixing busses
    • Filters (LPF, HPF, echo, reverb)
    • FFT
    • SoundFont rendering
    • Text to speech*
  • Input
    • Mouse
    • Keyboard
    • Gamepad
    • Webcam
    • Microphone
    • Joy-Con / Pro Controller
    • XInput*
    • Digital drawing tablet*
    • Leap Motion*
  • Window
    • Fullscreen mode
    • High DPI support
    • Window styles (sizable, borderless)
    • File dialog
    • Drag & drop
    • Message box
    • Toast notification*
  • Network and communication
    • HTTP client
    • Multiplayer (with Photon SDK)
    • TCP communication
    • Serial communication
    • Interprocess communication (pipe)
  • Math
    • Vector and matrix classes (Point, Float2, Vec2, Float3, Vec3, Float4, Vec4, Mat3x2, Mat3x3, Mat4x4, SIMD_Float4, Quaternion)
    • 2D shape classes (Line, Circle, Ellipse, Rect, RectF, Triangle, Quad, RoundRect, Polygon, MultiPolygon, LineString, Spline2D, Bezier2, Bezier3)
    • 3D shape classes (Plane, InfinitePlane, Sphere, Box, OrientedBox, Ray, Line3D, Triangle3D, ViewFrustum, Disc, Cylinder, Cone)
    • Color classes (Color, ColorF, HSV)
    • Polar / cylindrical / spherical coordinates system
    • 2D / 3D shape intersection
    • 2D / 3D geometry processing
    • Rectangle packing
    • Planar subdivisions
    • Linear and gamma color space
    • Pseudo random number generators
    • Interpolation, easing, and smoothing
    • Perlin noise
    • Math parser
    • Navigation mesh
    • Extended arithmetic types (HalfFloat, int128, uint128, BigInt, BigFloat)
  • String and Text Processing
    • Advanced String class (String, StringView)
    • Unicode conversion
    • Regular expression
    • {fmt} style text formatting
    • Text reader / writer classes
    • CSV / INI / JSON / XML / TOML reader classes
    • CSV / INI / JSON writer classes
  • Misc
    • Basic GUI (button, slider, radio buttons, checkbox, text box, color picker, list box)
    • Integrated 2D physics engine (Box2D)
    • Advanced array / 2D array classes (Array, Grid)
    • Kd-tree
    • Disjoint set
    • Asynchronous asset file streaming
    • Data compression (zlib, Zstandard)
    • Transitions between scenes
    • File system
    • Directory watcher
    • QR code reader / writer
    • GeoJSON
    • Date and time
    • Stopwatch and timer
    • Logging
    • Serialization
    • UUID
    • Child process
    • Clipboard
    • Power status
    • Scripting (AngelScript)

* Some features are limited to specific platforms

How to Install Siv3D + Tutorial

v0.6.5 | released 10 August 2022 | Release Notes

Platform SDK Requirements
Windows Download SDK /
SDK ใ‚’ใƒ€ใ‚ฆใƒณใƒญใƒผใƒ‰
- Windows 7 SP1 / 8.1 / 10 / 11 (64-bit)
- Microsoft Visual C++ 2022 17.3
- Windows 10 SDK
- Intel / AMD CPU
macOS Download SDK /
SDK ใ‚’ใƒ€ใ‚ฆใƒณใƒญใƒผใƒ‰
- macOS Mojave / Catalina / Big Sur / Monterey
- Xcode 11.3 or newer (Big Sur requires Xcode 12.5 or newer)
- Intel CPU / Apple Silicon (Rosetta mode)*
- OpenGL 4.1 compatible hardware
Linux Compiling for Linux /
Linux ็‰ˆใฎใƒ“ใƒซใƒ‰
- GCC 9.3.0 (with Boost 1.71.0) / GCC 11.2 (with Boost 1.74.0)
- Intel / AMD CPU
- OpenGL 4.1 compatible hardware
Web (experimental**) Compiling for Web /
Web ็‰ˆใฎใƒ“ใƒซใƒ‰
Web browser with WebAssembly and WebGL2 support

* Native Apple Silicon support will be added in the future release. You can build and run Siv3D in Rosetta mode
** Some functionality may be missing or limited

Community

Miscellaneous

Supporting the Project

If you would like to support the project financially, visit my GitHub Sponsors page. Your support will accelerate the development of this exciting framework.

๐Ÿ’— https://github.com/sponsors/Reputeless

Examples

1. Hello, Siv3D!

Screenshot

# include <Siv3D.hpp>

void Main()
{
	// Set background color to sky blue
	Scene::SetBackground(ColorF{ 0.8, 0.9, 1.0 });

	// Create a new font
	const Font font{ 60 };
	
	// Create a new emoji font
	const Font emojiFont{ 60, Typeface::ColorEmoji };
	
	// Set emojiFont as a fallback
	font.addFallback(emojiFont);

	// Create a texture from an image file
	const Texture texture{ U"example/windmill.png" };

	// Create a texture from an emoji
	const Texture emoji{ U"๐Ÿˆ"_emoji };

	// Coordinates of the emoji
	Vec2 emojiPos{ 300, 150 };

	// Print a text
	Print << U"Push [A] key";

	while (System::Update())
	{
		// Draw a texture
		texture.draw(200, 200);

		// Put a text in the middle of the screen
		font(U"Hello, Siv3D!๐Ÿš€").drawAt(Scene::Center(), Palette::Black);

		// Draw a texture with animated size
		emoji.resized(100 + Periodic::Sine0_1(1s) * 20).drawAt(emojiPos);

		// Draw a red transparent circle that follows the mouse cursor
		Circle{ Cursor::Pos(), 40 }.draw(ColorF{ 1, 0, 0, 0.5 });

		// When [A] key is down
		if (KeyA.down())
		{
			// Print a randomly selected text
			Print << Sample({ U"Hello!", U"ใ“ใ‚“ใซใกใฏ", U"ไฝ ๅฅฝ", U"์•ˆ๋…•ํ•˜์„ธ์š”?" });
		}

		// When [Button] is pushed
		if (SimpleGUI::Button(U"Button", Vec2{ 640, 40 }))
		{
			// Move the coordinates to a random position in the screen
			emojiPos = RandomVec2(Scene::Rect());
		}
	}
}

2. Breakout

Web Demo

Screenshot

# include <Siv3D.hpp>

void Main()
{
	constexpr Size brickSize{ 40, 20 };
	
	constexpr double speed = 480.0;
	
	Vec2 ballVelocity{ 0, -speed };
	
	Circle ball{ 400, 400, 8 };

	Array<Rect> bricks;
	for (auto p : step(Size{ (Scene::Width() / brickSize.x), 5 }))
	{
		bricks << Rect{ (p.x * brickSize.x), (60 + p.y * brickSize.y), brickSize };
	}

	while (System::Update())
	{
		const Rect paddle{ Arg::center(Cursor::Pos().x, 500), 60, 10 };

		ball.moveBy(ballVelocity * Scene::DeltaTime());

		for (auto it = bricks.begin(); it != bricks.end(); ++it)
		{
			if (it->intersects(ball))
			{
				(it->bottom().intersects(ball) || it->top().intersects(ball)
					? ballVelocity.y : ballVelocity.x) *= -1;

				bricks.erase(it);
				break;
			}
		}

		if (ball.y < 0 && ballVelocity.y < 0)
		{
			ballVelocity.y *= -1;
		}

		if ((ball.x < 0 && ballVelocity.x < 0)
			|| (Scene::Width() < ball.x && 0 < ballVelocity.x))
		{
			ballVelocity.x *= -1;
		}

		if (0 < ballVelocity.y && paddle.intersects(ball))
		{
			ballVelocity = Vec2{ (ball.x - paddle.center().x) * 10, -ballVelocity.y }.setLength(speed);
		}

		for (const auto& brick : bricks)
		{
			brick.stretched(-1).draw(HSV{ brick.y - 40 });
		}

		ball.draw();
		paddle.draw();
	}
}

3. Hello, 3D world!

Web Demo

Screenshot

# include <Siv3D.hpp>

void Main()
{
	// Resize the window and scene to 1280x720
	Window::Resize(1280, 720);

	// Background color (remove SRGB curve for a linear workflow)
	const ColorF backgroundColor = ColorF{ 0.4, 0.6, 0.8 }.removeSRGBCurve();

	// Texture for UV check (mipmapped. treat as SRGB texture in a linear workflow)
	const Texture uvChecker{ U"example/texture/uv.png", TextureDesc::MippedSRGB };

	// Multisample RenderTexture for a linear workflow
	const MSRenderTexture renderTexture{ Scene::Size(), TextureFormat::R8G8B8A8_Unorm_SRGB, HasDepth::Yes };

	// 3D debug camera (free camera)
	// Vertical FOV: 30ยฐ, Eye position: (10, 16, -32)
	// Move: [W][S][A][D][E][X], View: [arrow keys]
	DebugCamera3D camera{ renderTexture.size(), 30_deg, Vec3{ 10, 16, -32 } };

	while (System::Update())
	{
		// Update a camera
		camera.update(2.0);

		// Set up a camera in the current 3D scene
		Graphics3D::SetCameraTransform(camera);

		// [3D rendering]
		{
			// Clear renderTexture with the background color,
			// then make renderTexture the render target for the current 3D scene
			const ScopedRenderTarget3D target{ renderTexture.clear(backgroundColor) };

			// Draw a floor
			Plane{ 64 }.draw(uvChecker);

			// Draw a box
			Box{ -8,2,0,4 }.draw(ColorF{ 0.8, 0.6, 0.4 }.removeSRGBCurve());

			// Draw a sphere
			Sphere{ 0,2,0,2 }.draw(ColorF{ 0.4, 0.8, 0.6 }.removeSRGBCurve());

			// Draw a cylinder
			Cylinder{ 8, 2, 0, 2, 4 }.draw(ColorF{ 0.6, 0.4, 0.8 }.removeSRGBCurve());
		}

		// [2D rendering]
		{
			// Flush 3D rendering commands before multisample resolve
			Graphics3D::Flush();

			// Multisample resolve
			renderTexture.resolve();

			// Transfer renderTexture to the current 2D scene (default scene)
			Shader::LinearToScreen(renderTexture);
		}
	}
}