OpenSceneGraph
OpenSceneGraph git repository (by openscenegraph)
GLFW
A multi-platform library for OpenGL, OpenGL ES, Vulkan, window and input (by glfw)
OpenSceneGraph | GLFW | |
---|---|---|
12 | 81 | |
3,328 | 13,598 | |
1.0% | 1.5% | |
0.0 | 5.9 | |
8 months ago | 2 months ago | |
C++ | C | |
GNU General Public License v3.0 or later | zlib 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.
OpenSceneGraph
Posts with mentions or reviews of OpenSceneGraph.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2022-06-01.
-
Post-mortem of a long-standing bug in video Game Path Of Exile, which was caused by a stale pointer
I started in 2001 with OpenSceneGraph which made extensive use of intrusive pointers. This was 10 years before C++11 note. That codebase continues to be relevant and as performing as ever.
-
C++ and job opportunities
browse github and try to contribute. I started with OpenSceneGraph
-
What program do I use for a physics engine?
I have been using OpenSceneGraph for over 20 years. It is used in the military a lot and I myself have seen it used to simulate war scenarios with realtime data aboard of a command-and-control center of a battleship.
-
Graphics Engine Only ....
Does http://www.openscenegraph.org/ fit?
-
Current state of SimRacing in Linux (Updated to 2022-2)
Speed Dreams: It is a fork of TORCS, and was born as the need to include many more functions to the latter. In Speed Dreams the menus would be completely redesigned, adding many more options and making them much more intuitive; the game acquired dynamic time, improvements in reflections, career mode, a new simulation mode and multi threading. Over time many more options were implemented, such as local multiplayer mode, Force Feedback, and of course more and better cars and tracks, a new and more powerfull graphic engine (OpenSceneGraph) among other things, making it a much more complete game than its predecessor. They recently they have presented version 2.2.3. You can also install it in AppImage and Flatpak format.
-
Scene graph using OpenGL core context
Here is an example: https://github.com/openscenegraph/OpenSceneGraph/blob/master/examples/osgsimplegl3/osgsimplegl3.cpp
-
I want to make a game for Linux. Where do I even start?
openscenegraph (mainly focuses on graphics, used by openmw for example)
-
SPEED DREAMS - Boxer 96 Carson Edition at Brno
Is not little, is very complex open source racing simulator. There are a lot of cars, categories, tracks. The physics has a lot of work . About the graphics, the devs are working on change the graphic engine to OpenSceneGraph, that actually works, but needs much more polishing. You can see his quality on this video: https://youtu.be/4daTgcxEWRg
- Getting information about classes, methods and variables in C++?
-
Is there a good, open source, realistic OpenGL renderer for us to use?
I love Godot for a complete game engine. For just the renderer you could consider http://www.openscenegraph.org
GLFW
Posts with mentions or reviews of GLFW.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2025-02-28.
-
Starting Up The Engine - Nikola Game Engine Devlog 1
As I discussed in my previous devlog, I decided to go with glfw for handling the window creation for this engine. It is a library I used a ton before. And while I do fancy replacing it later, it will suffice for now.
-
New Year, New Game Engine - Nikola Engine Devlog 0
Out of all of these, the first category--the operating system dependencies--is probably the one I thought about the most. Since SDL was out of the picture, I saw GLFW as a potential choice for handling window creation and input. An obvious choice, by many. And, seeing how I already had used it before, I thought it was obvious to me as well. Yet, there was a feeling I did not need it. After all, I decided from the start that I would only support Windows and Linux. Not for any particular reason other than I use Linux on a daily basis and Windows has the bigger market. I did not have a Mac machine lying around somewhere (poor. I'm poor, basically). And as for consoles, well, that was a long stretch. I did not see the possibility of me ever needing to port my games to consoles. At least not for the time being. And so, that means I only had to deal with the Win32, X11, and Wayland APIs. I say it as though it is an easy affair. It is not. Far from it. Especially if you had never dealt with these APIs before and had to start learning them, which was my case. So, instead, I picked a middle ground. I would use GLFW but I would design my API in such a way that would be easier to switch away from it in the future if needed. I'll write a more in-depth article about the window system and whatnot in the future.
-
The Failures Of API Design
Why would any software developer use an API? Well, it's not to get rid of that shirt stain you had for the last three days that's for sure. Instead, we crazy bunch use APIs to progress our software development at a faster rate. I don't really want to work with the Windows API nor do I care to open the rotten can of sardines that is the X11 API. But, thankfully, I don't have to. There are plenty of APIs that handle that for me. And they handle it very nicely too. GLFW is one of these APIs. Easy to use, fast to set up, and overall doesn't have any overhead. Handles window creation, input, and any operating system-specific stuff. It solves a clear and appropriate problem. Left pad, however, is the complete opposite. Does it solve a problem? Sure it does... if you were hit on the head with a baseball bat 17 times. Can't I at least add padding to any direction? No? Does it just have to be the left? Even though we C++ folks can say that the JavaScript weirdos are the only ones who would do such a heinous thing, that wouldn't be the entire story. It would be hypocritical even to assume that all of the useless APIs exist only in the JS ecosystem. Although being hypocritical is my strong point, even I would stop you right there. If there is an ecosystem that would be perfect for breeding unnecessarily complex, widely inefficient, and completely useless libraries, it would be C++... Rust would come at a close second but C++ is the mother of all useless and complex libraries.
-
macOS 14.4 causes JVM crashes
Minecraft runs on various Javas.
And there's a known issue with an interaction between minecraft, Java, and the video drivers that crashes out and it can be traced back all the way to here: https://github.com/glfw/glfw/issues/1997
It's not fixed.
-
Technical Considerations for GUI Toolkits [Discussion]
Window context manager - glfw, sdl
Types of tools for creating a gui (and how those tools approximately work): 1. Utilize the native _graphical interface API_, and depending on the platform, they have specific layers to interface: * Wayland, X11, for Linux * [GDI](https://learn.microsoft.com/en-us/windows/win32/gdi/windows-gdi) for windows * [Quartz](https://en.wikipedia.org/wiki/Quartz\_(graphics\_layer)) for macOS Example - GTK uses [wayland](https://gitlab.gnome.org/GNOME/gtk/-/blob/main/docs/reference/gdk/wayland.md) ([source code](https://gitlab.gnome.org/GNOME/gtk/-/tree/main/gdk/win32)) [X11](https://gitlab.gnome.org/GNOME/gtk/-/blob/main/docs/reference/gdk/x11.md) ([source code](https://gitlab.gnome.org/GNOME/gtk/-/tree/main/gdk/x11)) GDI ([source code](https://gitlab.gnome.org/GNOME/gtk/-/tree/main/gdk/win32)) Quartz ([source code](https://gitlab.gnome.org/GNOME/gtk/-/tree/main/gdk/macos)) [How to use wayland display server](https://bugaevc.gitbooks.io/writing-wayland-clients/content/black-square/the-wayland-client-library.html) (TODO missing "animation" section) 2. Utilize opengl _or other low level graphics api's_ with window context, use GPU to render widgets * Window context manager - [glfw](https://github.com/glfw/glfw), [sdl](https://www.libsdl.org/) * contexts and surfaces, reading input, handling events Example: ImGui, NanoVG, Nuklear, raylib Why? Mainly used for game development, but also good for gui's. _(i haven't seen any examples that uses this method that are used for developing general-use graphical user interfaces.)_
- How to set-up GLFW 3.3.8 with C++ visual studio community 2022?
-
Exploring Computer Graphics: Weekly Chronicle #1
GLFW: A library for window creation and managing user input.
-
New Vulkan Documentation Website
Not SDL2, but GLFW has something like that under the tests/ directory:
https://github.com/glfw/glfw/blob/master/tests/triangle-vulk...
-
LWJGL = SFML vs Allegro vs SDL vs Ogre vs ???
I'm not familiar with LWJGL, my 5 seconds on their website makes me think you might be looking for something like GLFW https://www.glfw.org/ to handle I/O and window creation/management.
What are some alternatives?
When comparing OpenSceneGraph and GLFW you can also consider the following projects:
Ogre 3D - scene-oriented, flexible 3D engine (C++, Python, C#, Java)
bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.
SDL - Simple Directmedia Layer
magnum - Lightweight and modular C++11 graphics middleware for games and data visualization
Skia - Skia is a complete 2D graphic library for drawing Text, Geometries, and Images.