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.
Fwog
Posts with mentions or reviews of Fwog.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2023-04-10.
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OpenGL is not dead, long live Vulkan
Yup. I love how easy it is to use OpenGL, and I've even spent time making a "modern" wrapper for it, but I'm still bitten by its quirks on a regular basis.
- Really struggling with understanding tinygltf
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Low-level OpenGL abstractions
In fact, I wrote my own wrapper that attempts to fix as many fundamental problems (that I see) with OpenGL as possible, taking inspiration from explicit APIs like Vulkan and D3D12, while maintaining the simplicity OpenGL is known for. And before you call me out for shilling my thing, note that it is incomplete and unoptimized (lots of duplicated state calls!). Consider it a proof-of-concept at best.
V-EZ
Posts with mentions or reviews of V-EZ.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2023-04-10.
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OpenGL is not dead, long live Vulkan
I did stumble across V-EZ a few months ago, something AMD has been working on for the people: https://github.com/GPUOpen-LibrariesAndSDKs/V-EZ
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SPIRV Reflection for Dynamic UBOs
I can't answer your question, but https://github.com/GPUOpen-LibrariesAndSDKs/V-EZ has a pipeline reflection sample that can be used as an inspiration to dynamically create vertex declarations or implement automatic UBO construction.
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AMD’s OpenGL optimizations boost Ryzen 6800U Unigine Heaven performance by 12%
AMD tried to make Vuklan Easy Mode but it hasn't been touched in the last 4 years. If any company was serious about it, it could easily be the best way to get new developers on board with Vulkan.
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Vulkan Memory Allocator
V-EZ [1] was kinda supposed to be that, a wrapper that makes Vulkan easier to use in non-über-performance-critical applications, but it seems to be dead [2]...
[1] - https://github.com/GPUOpen-LibrariesAndSDKs/V-EZ
[2] - https://github.com/GPUOpen-LibrariesAndSDKs/V-EZ/issues/73
What are some alternatives?
When comparing Fwog and V-EZ you can also consider the following projects:
glbinding - A C++ binding for the OpenGL API, generated using the gl.xml specification.
compute-shader-101 - Sample code for compute shader 101 training
ssgl - single source shaders for opengl
emscripten - Emscripten: An LLVM-to-WebAssembly Compiler
filament - Filament is a real-time physically based rendering engine for Android, iOS, Windows, Linux, macOS, and WebGL2
3d-game-shaders-for-beginners - 🎮 A step-by-step guide to implementing SSAO, depth of field, lighting, normal mapping, and more for your 3D game.