Physically-based-deferred-shading VS scop_vulkan

Compare Physically-based-deferred-shading vs scop_vulkan 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)

scop_vulkan

A 3D model viewer written C++20 and Vulkan (by cledant)
Our great sponsors
  • WorkOS - The modern identity platform for B2B SaaS
  • InfluxDB - Power Real-Time Data Analytics at Scale
  • SaaSHub - Software Alternatives and Reviews
Physically-based-deferred-shading scop_vulkan
2 2
11 140
- -
0.0 1.8
almost 4 years ago over 2 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.
  • 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.

scop_vulkan

Posts with mentions or reviews of scop_vulkan. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2021-04-04.

What are some alternatives?

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

limitless-engine - OpenGL C++ Graphics Engine

imgui - Dear ImGui: Bloat-free Graphical User interface for C++ with minimal dependencies

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

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

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

GLFW-OCaml - A GLFW binding for OCaml.

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

imtui - ImTui: Immediate Mode Text-based User Interface C++ Library

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.

CubiCAD - A fast and modern vulkan based rendering engine

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

Yave - Yet Another Vulkan Engine