SPP | OCRA | |
---|---|---|
6 | 3 | |
11 | 1 | |
- | - | |
0.0 | 7.7 | |
2 months ago | 9 months ago | |
C | C++ | |
GNU General Public License v3.0 or later | Apache License 2.0 |
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.
SPP
Posts with mentions or reviews of SPP.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2022-10-05.
- How can transfer a framebuffer that the Vulkan application draws to Electron application?
- Trying to figure out how material system can be implemented
- I started implementing new modern Vulkan renderer
-
Game assets, objects, GC, how far do you go?
WIP github: https://github.com/dsleep/SPP example of a bit of that GCC testing... tests/objectGeneralTests.cpp
- Need advices over OpenGL/Vulkan abstraction
-
Signed Distance Field Editor (Using CEF/DX12)
https://github.com/dsleep/SPP for the repo all code available.
OCRA
Posts with mentions or reviews of OCRA.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2021-10-01.
-
WGL_NV_DX_interop : do I really have to register the render buffer on every frame ?
Here is the "D3D Container"
-
SwapBuffers fails but no error generated
wglChoosePixelFormatARB and did not set this flag to true : here's how I create the default FB, you can also see where SwapBuffers is used, and here is how I create my window (please note that's still in early development stage).
-
Need advices over OpenGL/Vulkan abstraction
The Vertex Input State
What are some alternatives?
When comparing SPP and OCRA you can also consider the following projects:
VulkanMemoryAllocator - Easy to integrate Vulkan memory allocation library
flutter_embedder - Flutter embedder written in Rust (WIP)