EveryCulling
This library integrates multiple culling methods into one library. (by SungJJinKang)
ozz-animation
Open source c++ skeletal animation library and toolset (by guillaumeblanc)
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EveryCulling | ozz-animation | |
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3 | 4 | |
120 | 2,257 | |
- | - | |
3.4 | 5.6 | |
3 months ago | 4 days ago | |
C++ | C++ | |
MIT License | GNU General Public License v3.0 or later |
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.
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.
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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.
ozz-animation
Posts with mentions or reviews of ozz-animation.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2022-07-17.
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How are rust devs doing?
I really like the C++ ozz-animation library, and Rust doesn't have a good answer for it (yet! work is being done) It has a really great compressed animation data format that again is good for the web It also has a great runtime library for distributing animation calculations across separate cores
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What is a good absolutely minimalist game/rendering engine?
I'm not sure that even Sokol has animation support built in. The animation sample appears to use OZZ Animation, which could probably be used with the other rendering libraries too.
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Looking for help loading ASSIMP scenes with skinned meshes and animated bones correctly
http://guillaumeblanc.github.io/ozz-animation/ for animations
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Good resources for learning how to implement skeletal animation?
On the otherhand, if I was going to pull in some code/an existing animation system, I have been interested in messing with https://github.com/guillaumeblanc/ozz-animation. It is pretty cool. There is a separate runtime/engine code from whatever editor/asset management you use. I've been toying with the idea of maybe pulling it into Jedi Academy.
What are some alternatives?
When comparing EveryCulling and ozz-animation you can also consider the following projects:
rttr - C++ Reflection Library
OpenFBX - Lightweight open source FBX importer