EveryCulling VS gl_occlusion_culling

Compare EveryCulling vs gl_occlusion_culling and see what are their differences.

gl_occlusion_culling

OpenGL sample for shader-based occlusion culling (by nvpro-samples)
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EveryCulling gl_occlusion_culling
3 3
120 511
- 1.4%
3.4 4.0
3 months ago 3 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.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
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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.

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
    4 projects | /r/gamedev | 8 Jan 2022
    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 )
  • I implemented Masked SW Occlusion Culling in my in-house game engine
    3 projects | /r/gamedev | 7 Jan 2022
    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.

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 EveryCulling and gl_occlusion_culling you can also consider the following projects:

ozz-animation - Open source c++ skeletal animation library and toolset

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

rttr - C++ Reflection Library

CornerCulling - Fast and Maximally Accurate Occlusion Culling

DoomsEngine - Dooms Engine ( Game Engine )

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

simdjson - Parsing gigabytes of JSON per second : used by Facebook/Meta Velox, the Node.js runtime, ClickHouse, WatermelonDB, Apache Doris, Milvus, StarRocks

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

highway - Performance-portable, length-agnostic SIMD with runtime dispatch

clReflect - C++ Reflection using clang