nothings/stb: stb single-file public domain libraries for C/C++,C/C++的单头文件库。包括

library lastest version category LoC description
stb_vorbis.c 1.17 audio 5502 decode ogg vorbis files from file/memory to float/16-bit signed output
stb_image.h 2.23 graphics 7559 image loading/decoding from file/memory: JPG, PNG, TGA, BMP, PSD, GIF, HDR, PIC
stb_truetype.h 1.22 graphics 4888 parse, decode, and rasterize characters from truetype fonts
stb_image_write.h 1.13 graphics 1619 image writing to disk: PNG, TGA, BMP
stb_image_resize.h 0.96 graphics 2630 resize images larger/smaller with good quality
stb_rect_pack.h 1.00 graphics 628 simple 2D rectangle packer with decent quality
stb_ds.h 0.62 utility 1723 typesafe dynamic array and hash tables for C, will compile in C++
stb_sprintf.h 1.06 utility 1860 fast sprintf, snprintf for C/C++
stretchy_buffer.h 1.03 utility 262 typesafe dynamic array for C (i.e. approximation to vector<>), doesn’t compile as C++
stb_textedit.h 1.13 user interface 1404 guts of a text editor for games etc implementing them from scratch
stb_voxel_render.h 0.88 3D graphics 3806 Minecraft-esque voxel rendering “engine” with many more features
stb_dxt.h 1.08b 3D graphics 728 Fabian “ryg” Giesen’s real-time DXT compressor
stb_perlin.h 0.4 3D graphics 427 revised Perlin noise (3D input, 1D output)
stb_easy_font.h 1.0 3D graphics 303 quick-and-dirty easy-to-deploy bitmap font for printing frame rate, etc
stb_tilemap_editor.h 0.41 game dev 4161 embeddable tilemap editor
stb_herringbone_wa… 0.7 game dev 1221 herringbone Wang tile map generator
stb_c_lexer.h 0.11 parsing 966 simplify writing parsers for C-like languages
stb_divide.h 0.92 math 421 more useful 32-bit modulus e.g. “euclidean divide”
stb_connected_comp… 0.96 misc 1049 incrementally compute reachability on grids
stb.h 2.35 misc 14453 helper functions for C, mostly redundant in C++; basically author’s personal stuff
stb_leakcheck.h 0.5 misc 190 quick-and-dirty malloc/free leak-checking
stb_include.h 0.01 misc 288 implement recursive #include support, particularly for GLSL





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