Physically-based-deferred-shading VS Multiple-Context-GLFW

Compare Physically-based-deferred-shading vs Multiple-Context-GLFW 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)

Multiple-Context-GLFW

Example using my utility MyContex to create Multiple OpenGL context with glfw3 (by musicrizz)
Our great sponsors
  • InfluxDB - Power Real-Time Data Analytics at Scale
  • WorkOS - The modern identity platform for B2B SaaS
  • SaaSHub - Software Alternatives and Reviews
Physically-based-deferred-shading Multiple-Context-GLFW
2 2
11 2
- -
0.0 1.8
almost 4 years ago almost 3 years ago
C++ C++
- GNU General Public License v3.0 only
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.
  • What was the highlight of your education as a CS major?
    1 project | /r/csMajors | 23 Jun 2023
    Link with some videos/gifs since OP asked: https://github.com/jonaskris/Physically-based-deferred-shading
  • Project Ideas
    1 project | /r/opengl | 3 May 2021
    For my graphics project i made a physically based renderer (with deferred lighting). You use textures for metalness, roughness and color to create materials that can be lighted very realistically. It was very fun to make, but prepare to spend a lot of time working on it.

Multiple-Context-GLFW

Posts with mentions or reviews of Multiple-Context-GLFW. We have used some of these posts to build our list of alternatives and similar projects.

What are some alternatives?

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

limitless-engine - OpenGL C++ Graphics Engine

OpenCV - Open Source Computer Vision Library

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

OpenFrameworks - openFrameworks is a community-developed cross platform toolkit for creative coding in C++.

BunnyLOD - Cross platform GLFW based port of Stan Melax's BunnyLOD Easy Mesh Simplification

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

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.

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