OpenSceneGraph VS magnum

Compare OpenSceneGraph vs magnum and see what are their differences.

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OpenSceneGraph magnum
12 22
3,097 4,678
- -
0.0 9.6
about 2 months ago 13 days ago
C++ C++
GNU General Public License v3.0 or later 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.


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.


Posts with mentions or reviews of magnum. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2022-12-09.
  • Want to a 3D game without a game engine but not having to deal with opengl stuff ?
    4 projects | /r/gamedev | 9 Dec 2022
  • Good graphics engines to visualize my physics framework?
    5 projects | /r/gamedev | 14 Nov 2022
    If you want something that gives you more control you could use magnum.
  • 100,000 subscriber celebration – Ask the Godot contributors anything!
    22 projects | /r/godot | 1 Nov 2022
    Therefore, in terms of artist mindshare, Blender is the leading open source 3D creation program, but not the leading 3D creation program. I think Godot is already in a similar situation, and has been for a few years now. In comparison, most other open source game engines have focused on providing low-level functionality. These certainly fulfill a niche, but in my experience, most people want something that works at a higher level and comes with a built-in editor.
  • Looking for a 2D/3D rendering layer for C++
    3 projects | /r/gamedev | 23 Aug 2022
    Magnum is worth checking out.
  • Simple light graphics library for c++?
    7 projects | /r/gamedev | 14 Aug 2022
    Since you want something lightweight, I'll assume you mean the former. If that's the case, then checkout bgfx or Magnum. Magnum does include some extra features typically found in a graphics engine.
  • Best C++ libraries for 2D game development
    2 projects | /r/cpp | 24 Jul 2022
    You could try Magnum it wraps SDL and others, but you might find it maybe too low-level. It's certainly not Love2D.
  • Exceptions: Yes or No?
    4 projects | /r/cpp | 4 Jul 2022
    C++ is similar to C in that there are multiple "styles" of use that vary from project to project. Other, usually newer languages (C#, Python, Rust, etc) tend to have a stronger sense of what idioms should be used. Whereas, for instance, some C++ projects (like some GUI libraries and game/graphics engines) will partially/entirely replace the STL (and older ones may have been around before C++ had a standard library aside from C's), or forbid the use of certain C++ features (example).
  • What is a good absolutely minimalist game/rendering engine?
    7 projects | /r/gamedev | 17 Jun 2022
    Magnum Graphics
  • C++ Game Engine - Which framework?
    1 project | /r/cpp | 6 May 2022
  • Magnum: Lightweight, modular C++11 graphics middleware for games/visualization
    6 projects | | 23 Apr 2022
    > He has Vulkan support in here with a clearly marked file named Pipeline.cpp. The guy knows what a pipeline is...

    There is a Vulkan API wrapper. However, there is no "Vk Renderer" -- no code seems to use the Vulkan parts of the code system, and the two projects seem unrelated.

    > * Is this not a UBO interface?

    There are ways of making a uniform buffer, however the examples don't cover them and the API doesn't adapt automatically. See how all of the setters assert if UBOs are enabled.

    > * I don't see why you think there's limited support for multiple framebuffers...?

    The code I do see is about binding/unbinding framebuffers in a stateful manner, e.g. AbstractFramebuffer::bind(), rather than supporting passes.

    > None of your criticism seem well intentioned. It might behoove you to give people the benefit of the doubt and realize that you may be able to learn something from them, even if they're so clearly inferior to you.

    To put it simply, I've taught enough graphics to know first-hand the kinds of misconceptions that OpenGL-styled APIs can cause, and I'm just a bit tired to see it continue. Admittedly I was a bit harsh, I don't mean any harm towards the author. There are just graphics APIs with interfaces I consider to be much better designed.

What are some alternatives?

When comparing OpenSceneGraph and magnum 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.

GLFW - A multi-platform library for OpenGL, OpenGL ES, Vulkan, window and input

Skia - Skia is a complete 2D graphic library for drawing Text, Geometries, and Images.

Cinder - Cinder is a community-developed, free and open source library for professional-quality creative coding in C++.

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

urho3d - Game engine

Open-Source Vulkan C++ API - Open-Source Vulkan C++ API