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PixiJS
The HTML5 Creation Engine: Create beautiful digital content with the fastest, most flexible 2D WebGL renderer.
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InfluxDB
Power Real-Time Data Analytics at Scale. Get real-time insights from all types of time series data with InfluxDB. Ingest, query, and analyze billions of data points in real-time with unbounded cardinality.
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Silk.NET
The high-speed OpenGL, OpenCL, OpenAL, OpenXR, GLFW, SDL, Vulkan, Assimp, WebGPU, and DirectX bindings library your mother warned you about.
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SaaSHub
SaaSHub - Software Alternatives and Reviews. SaaSHub helps you find the best software and product alternatives
I'd go with Rust, mostly because C++ is a pain to work with. Have look at https://crates.io/ if you find packages for what you want.
WebGL, I hear, has a similar API to OpenGL. (Also, WebGPU is coming at some point.) Or, you could use a thin library that handles the WebGL drawing of sprites for you. I prefer that option over using a full game engine: I find it's better to only include dependencies when they become necessary. I recently tried a web rendering library called PixiJS, and it seemed like a pretty clean and nice-sized API, and [extremely performant](](https://www.goodboydigital.com/pixijs/bunnymark/)) at drawing sprites.
I am working on a game engine written in C# called BareE
Veldrid for graphics although I think SILK.net would also work well.
Veldrid for graphics although I think SILK.net would also work well.