DoomsEngine
Dooms Engine ( Game Engine ) (by SungJJinKang)
EveryCulling
This library integrates multiple culling methods into one library. (by SungJJinKang)
DoomsEngine | EveryCulling | |
---|---|---|
2 | 3 | |
41 | 120 | |
- | - | |
6.3 | 3.4 | |
2 months ago | 3 months ago | |
C++ | C++ | |
GNU General Public License v3.0 only | MIT License |
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
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.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
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.
DoomsEngine
Posts with mentions or reviews of DoomsEngine.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2022-01-08.
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Introduce my in-house game engine
You can see how it works at here https://github.com/SungJJinKang/DoomsEngine/tree/main/Doom3/Source/Core/GarbageCollector
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I implemented Masked SW Occlusion Culling in my in-house game engine
This is my in - house game engine repo : https://github.com/SungJJinKang/DoomsEngine
EveryCulling
Posts with mentions or reviews of EveryCulling.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2022-01-08.
-
Introduce my in-house game engine
And I have been trying to make game engine faster. So I implemented SW ViewFrustumCulling(https://www.ea.com/frostbite/news/culling-the-battlefield-data-oriented-design-in-practice) and SW Occlusion Culling ( Masked SW Occlusion Culling, https://www.intel.com/content/dam/develop/external/us/en/documents/masked-software-occlusion-culling.pdf ), Distance Culling from unreal engine. You can see source code at here ( https://github.com/SungJJinKang/EveryCulling )
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I implemented Masked SW Occlusion Culling in my in-house game engine
And Data layout is defined for multithreading. You can see at here https://github.com/SungJJinKang/EveryCulling/blob/main/DataType/EntityBlock.h. Every entities's datas is stored in this EntityBlock. EntityBlock has 16 ~ 24 entities datas. Then Each threads work on a entity block. It makes no requirement for lock to prevent data race. And It prevent false sharing because threads works on different cache line.
What are some alternatives?
When comparing DoomsEngine and EveryCulling you can also consider the following projects:
rttr - C++ Reflection Library
ozz-animation - Open source c++ skeletal animation library and toolset
clReflect - C++ Reflection using clang
simdjson - Parsing gigabytes of JSON per second : used by Facebook/Meta Velox, the Node.js runtime, ClickHouse, WatermelonDB, Apache Doris, Milvus, StarRocks
highway - Performance-portable, length-agnostic SIMD with runtime dispatch
gl_occlusion_culling - OpenGL sample for shader-based occlusion culling