Physically-based-deferred-shading VS BunnyLOD

Compare Physically-based-deferred-shading vs BunnyLOD and see what are their differences.

Physically-based-deferred-shading

First attempt at writing a good looking 3D renderer. Written in C++ using OpenGL on Ubuntu. (by jonaskris)

BunnyLOD

Cross platform GLFW based port of Stan Melax's BunnyLOD Easy Mesh Simplification (by dougbinks)
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Physically-based-deferred-shading BunnyLOD
2 4
11 74
- -
0.0 0.0
almost 4 years ago almost 4 years ago
C++ C++
- MIT 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.

Physically-based-deferred-shading

Posts with mentions or reviews of Physically-based-deferred-shading. We have used some of these posts to build our list of alternatives and similar projects.

We haven't tracked posts mentioning Physically-based-deferred-shading yet.
Tracking mentions began in Dec 2020.

BunnyLOD

Posts with mentions or reviews of BunnyLOD. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2021-11-28.
  • help implementing LOD edge collapse algorithm
    3 projects | /r/GraphicsProgramming | 28 Nov 2021
    You might want to take a look at Stan Melax's easy mesh simplification technique with edge collapse at http://www.melax.com/polychop (read the full article link) - I've ported the code so it runs cross platform on https://github.com/dougbinks/BunnyLOD
  • Mesh optimization algorithms
    3 projects | /r/VoxelGameDev | 7 Apr 2021
    I use a variant of progressive meshing, but constrained to preserve edges, normals and ambient occulusion in Avoyd based on Stan Melax's work: https://github.com/dougbinks/BunnyLOD

What are some alternatives?

When comparing Physically-based-deferred-shading and BunnyLOD you can also consider the following projects:

meshoptimizer - Mesh optimization library that makes meshes smaller and faster to render

chip-8 - Yet another Chip-8 interpreter, but this time with a beautiful interface 💻

limitless-engine - OpenGL C++ Graphics Engine

assimp - The official Open-Asset-Importer-Library Repository. Loads 40+ 3D-file-formats into one unified and clean data structure.

magnum - Lightweight and modular C++11 graphics middleware for games and data visualization

scop_vulkan - A 3D model viewer written C++20 and Vulkan

Multiple-Context-GLFW - Example using my utility MyContex to create Multiple OpenGL context with glfw3

Bplus.jl - A modern OpenGL 4.6 rendering framework, written in Julia.

OpenGL-Particle-Motion - This project simulates the motion of electrons and protons using Coulomb's Law. The simulation is visually represented on-screen using OpenGL.

stylized_snake_game - A cross-platform desktop stylized version of snake game made from scratch in C++/OpenGL.