EA Standard Template Library VS PSRayTracing

Compare EA Standard Template Library vs PSRayTracing and see what are their differences.

EA Standard Template Library

EASTL stands for Electronic Arts Standard Template Library. It is an extensive and robust implementation that has an emphasis on high performance. (by electronicarts)

PSRayTracing

A (modern) C++ implementation of the Peter Shirley Ray Tracing mini-books (https://raytracing.github.io). Features a clean project structure, perf. improvements (compared to the original code), multi-core rendering, and more. (by define-private-public)
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EA Standard Template Library PSRayTracing
40 6
7,663 240
0.5% -
2.9 7.2
26 days ago 8 days ago
C++ C
BSD 3-clause "New" or "Revised" 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.
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.

EA Standard Template Library

Posts with mentions or reviews of EA Standard Template Library. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2024-01-27.
  • Sane C++ Libraries
    7 projects | news.ycombinator.com | 27 Jan 2024
    > you can still use it with smart pointers provided by any other library

    Is the point of having a kitchen-sink library like this not that you dont have to reach for a 3rdparty library for things that you need 'all the time'?

    Certainly, not everyone needs it.

    ...but, not everyone needs threads either. Not everyone needs an http server; and yet, if you have an application framework that provides them, when you do need them, it saves you reaching for yet-another-dependency.

    Was that no the point from the beginning?

    unique_ptr is a fundamental primitive for many, as you see from some other frameworks (1), and implementation is not always either a) trivial, or b) as simple as 'just use std::unique_ptr'.

    This does seem like a very opinionated decision with reasonably unclear justification.

    [1] - eg. https://github.com/EpicGames/UnrealEngine/blob/release/Engin..., https://github.com/electronicarts/EASTL/blob/master/include/...

  • EA Standard Template Library Design
    1 project | news.ycombinator.com | 5 Aug 2023
  • The joys of writing my own standard library
    3 projects | /r/ProgrammerHumor | 30 Apr 2023
    Can I introduce you to EASTL
  • Are there any books or tutorials that teach C-Styled C++?
    1 project | /r/cpp_questions | 26 Feb 2023
    For games focused stuff have a look at EASTL https://github.com/electronicarts/EASTL also perhaps some of the Data Oriented Design stuff (see Mike Acton's CPP Con Talks). This also have loads of good stuff https://www.dataorienteddesign.com/dodbook/
  • I want to start computer graphics programming
    2 projects | /r/GraphicsProgramming | 11 Feb 2023
    C++, but generally treat it as C. STL is pretty slow while debugging so we avoid it and write our own replacements. If you don't want to drive that deep use something like EASTL: https://github.com/electronicarts/EASTL
  • January 2023 Rust Jobs Report
    1 project | /r/rust | 9 Feb 2023
    In my experience game devs don't eschew the STL because of compile times, but because (a) its memory management is not sufficiently tunable and (b) it uses exceptions heavily which many game engines disable entirely due to perceived performance problems. For this reason, some of the engines I've worked on have used their own forks of the STL in the spirit of EASTL to rectify these issues. Others like my current project just don't use the STL at all (outside of some third-party library code) and use custom libraries for everything.
  • A container with set interface based on std::vector
    3 projects | /r/cpp | 22 Dec 2022
    In my opinion, you should also benchmark it against something like boost::container::flat_set or eastl::vector_set and you should expect the same performance as with your ordered functionality. Another interesting idea for organization of such flat and sorted container can be found here.
  • Worth it making an own standard library?
    1 project | /r/cpp_questions | 5 Nov 2022
    finally, if you're worried about performance (a lot of aspiring game programmers seem to be, even though for anything but high-end engines the STL is likely fine if you know what you're doing..) you could look into the EA STL or other STL replacements..
  • What are the hallmarks of well written and high quality C++ code?
    4 projects | /r/cpp | 20 Oct 2022
    check it out: https://github.com/electronicarts/EASTL
  • Where to read about std library implementation?
    3 projects | /r/cpp | 16 Aug 2022
    I just took a look at their atomic.h and wow, "well-documented" is an understatement !

PSRayTracing

Posts with mentions or reviews of PSRayTracing. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2023-12-11.
  • Deploy multi-platform applications with C++ (desktop, mobile and web). An example with Dear ImGui
    2 projects | /r/cpp | 11 Dec 2023
    I wouldn't say that CMake isn't that painful for the deployment stage. I have successfully deployed an open source project on Windows, Mac, Linux, Android, and iOS.
  • Introducing TeaScript C++ Library
    2 projects | /r/cpp | 16 Feb 2023
    It's a very old project and a VERY basic engine. TBH, engines like godot do a much better job, have their own scripting language (to hide away C++), but still let you write some native code if need be. For TeaScript, I'd be more interested in using it to have a more dynamic pipeline for this project, but performance there is absolutely critical since it can mean the difference between 2 minutes an 2 hours.
  • What are the hallmarks of well written and high quality C++ code?
    4 projects | /r/cpp | 20 Oct 2022
    Does it work as a drop-in replacement? I've got this project here where I'm looking to squeeze more perf from: https://github.com/define-private-public/PSRayTracing
  • I made a drop in replacement of `std::shared_ptr` to experiment with performance. It wasn't any faster. Why?
    1 project | /r/cpp | 7 Sep 2022
    While working on a ray tracing implementation, I was interested in replacing out the usage of std::shared_ptr with something else. I've always been told that shared pointers are slow, and this is due to things such as reference counting. The original implementation of this ray tracer used shared pointers quite extensively in the rendering (hot path) code. I didn't want to deviate from the architecture for my implementaiton . Mostly, the pointers are passed around as const-ref objects.
  • Question about branch prediction for clauses that are either `true` for 100% of the time, or `false` for 100% of the time.
    1 project | /r/cpp | 19 Jan 2022
    Last year I was working on an implementation of the Ray Tracing in one Weekend book series. I noticed there was a fair amount of sub-optimal code in it, so I took the opportunity to rewrite parts of it to be better optimized. One of the other things I added to the CMake configuration were some compile time flags that could be toggled ON/OFF, as to use either the books code, or my code. e.g. WITH_BOOK_AABB_HIT=True, it would use the books' method AABB-Ray intersection. False, it would use my (faster) one. This allowed anyone else to download the code, toggle the change and easily see the effect it had on performance.
  • Stories of what happened when you forgot to initialize a variable
    1 project | /r/cpp | 12 Jan 2021
    Here's my implementation: https://github.com/define-private-public/PSRayTracing It's different, mainly in structure (cleaner) and that it's much more performant. It also allows you to either use the code I wrote (typically faster) or the book's methods with the flip of a compiler flag.

What are some alternatives?

When comparing EA Standard Template Library and PSRayTracing you can also consider the following projects:

STL - MSVC's implementation of the C++ Standard Library.

RenderFlow - Visualize fluid simulation result with graphics API

etl - Embedded Template Library

Heap-Layers - Heap Layers: An Extensible Memory Allocation Infrastructure

uSTL - A size-optimized STL implementation.

UnityRayTracingPlugin - Native plugin for Unity3d that replaces the renderer with a hardware accelerated ray tracer.

xtensor - C++ tensors with broadcasting and lazy computing

TermGL - 2D & 3D graphics engine in the terminal [C/C++]

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cudf - cuDF - GPU DataFrame Library

winapi - Windows API declarations without <windows.h>, for internal Boost use.

CppCoreGuidelines - The C++ Core Guidelines are a set of tried-and-true guidelines, rules, and best practices about coding in C++