CornerCulling VS gl_occlusion_culling

Compare CornerCulling vs gl_occlusion_culling and see what are their differences.

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CornerCulling gl_occlusion_culling
3 3
118 511
- 0.2%
0.0 4.0
over 3 years ago 4 months ago
C++ C++
MIT License Apache License 2.0
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
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For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.

CornerCulling

Posts with mentions or reviews of CornerCulling. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2022-05-27.

gl_occlusion_culling

Posts with mentions or reviews of gl_occlusion_culling. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2022-02-11.
  • Occlusion Culling Dilemma
    2 projects | /r/VoxelGameDev | 11 Feb 2022
    A low-latency (and frankly better) alternative to hardware occlusion queries is to make your own using indirect drawing. Simply draw a chunk's bounding box against the depth buffer and set the instance count of the indirect struct to one if any fragments are drawn. The next frame you can use these indirect commands to draw the actual chunk geometry and repeat the whole process. This has a guaranteed latency of one frame. More info here.
  • Occlusion Culling for Chunks?
    1 project | /r/VoxelGameDev | 23 Nov 2021
    One approach is to use occlusion queries, draw chunks which were visible last frame and then occlusion test the bounding volumes of chunks which weren't rendered and render the ones which pass using a shader based occlusion approach similar to this NVIDIA sample: https://github.com/nvpro-samples/gl_occlusion_culling
  • Has anyone used Intel's Masked Occlusion Culling library?
    2 projects | /r/gameenginedevs | 4 Jan 2021
    For occlusion culling, specifically, there’s this reference implementation: https://github.com/nvpro-samples/gl_occlusion_culling

What are some alternatives?

When comparing CornerCulling and gl_occlusion_culling you can also consider the following projects:

Little-Anti-Cheat - Anti-Cheat for Source Games

filament - Filament is a real-time physically based rendering engine for Android, iOS, Windows, Linux, macOS, and WebGL2

ZEDD-VALORANT-SWORD-thingy - my buddy said a zedd sword irl would be cool

gl_cadscene_rendertechniques - OpenGL sample on various rendering approaches for typical CAD scenes

GarHal_CSGO - A project that demonstrates how to screw with CSGO from Kernel Space. (CSGO Kernel Cheat/Hack) All cleaned up, and with updated offsets.

bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.

advancedfx - Half-Life Advanced Effects (HLAE) is a tool to enrich Source (mainly CS:GO) engine based movie making.

EveryCulling - This library integrates multiple culling methods into one library.

GOESP - Cross-platform streamproof ESP hack for Counter-Strike: Global Offensive, written in modern C++. Rendering and GUI powered by Dear ImGui + FreeType.

Osiris - Free and open-source game hack for Counter-Strike 2, written in modern C++. For Windows and Linux.