ArrayFire VS mach

Compare ArrayFire vs mach and see what are their differences.

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ArrayFire mach
6 36
4,404 2,787
1.2% 5.9%
7.8 9.7
25 days ago 7 days ago
C++ Zig
BSD 3-clause "New" or "Revised" License 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.

ArrayFire

Posts with mentions or reviews of ArrayFire. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2023-04-27.
  • Learn WebGPU
    9 projects | news.ycombinator.com | 27 Apr 2023
    Loads of people have stated why easy GPU interfaces are difficult to create, but we solve many difficult things all the time.

    Ultimately I think CPUs are just satisfactory for the vast vast majority of workloads. Servers rarely come with any GPUs to speak of. The ecosystem around GPUs is unattractive. CPUs have SIMD instructions that can help. There are so many reasons not to use GPUs. By the time anyone seriously considers using GPUs they're, in my imagination, typically seriously starved for performance, and looking to control as much of the execution details as possible. GPU programmers don't want an automagic solution.

    So I think the demand for easy GPU interfaces is just very weak, and therefore no effort has taken off. The amount of work needed to make it as easy to use as CPUs is massive, and the only reason anyone would even attempt to take this on is to lock you in to expensive hardware (see CUDA).

    For a practical suggestion, have you taken a look at https://arrayfire.com/ ? It can run on both CUDA and OpenCL, and it has C++, Rust and Python bindings.

  • seeking C++ library for neural net inference, with cross platform GPU support
    1 project | /r/Cplusplus | 12 Sep 2022
    What about Arrayfire. https://github.com/arrayfire/arrayfire
  • [D] Deep Learning Framework for C++.
    7 projects | /r/MachineLearning | 12 Jun 2022
    Low-overhead — not our goal, but Flashlight is on par with or outperforming most other ML/DL frameworks with its ArrayFire reference tensor implementation, especially on nonstandard setups where framework overhead matters
  • [D] Neural Networks using a generic GPU framework
    2 projects | /r/MachineLearning | 4 Jan 2022
    Looking for frameworks with Julia + OpenCL I found array fire. It seems quite good, bonus points for rust bindings. I will keep looking for more, Julia completely fell off my radar.
  • Windows 11 va bloquer les bidouilles qui facilitent l'emploi d'un navigateur alternatif à Edge
    1 project | /r/france | 25 Nov 2021
  • Arrayfire progressive performance decline?
    1 project | /r/rust | 9 Jun 2021
    Your Problem may be the lazy evaluation, see this issue: https://github.com/arrayfire/arrayfire/issues/1709

mach

Posts with mentions or reviews of mach. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2024-01-18.
  • Zig Software Foundation 2024 Financial Report and Fundraiser
    4 projects | news.ycombinator.com | 18 Jan 2024
    Myself and many others are betting on Zig in major ways, I truly think it has a bright future ahead.

    In spare time, myself and a few others are working on a game engine in Zig[0], and the Zig core team has been very receptive to addressing issues our project faces and supporting us.

    Others are working on pixel art editors[1], open source 2D RPG games[2], there's a group of independent folks working on a 3D massive immersive sim game[3], a group working on making Zig an amazing language for micro-controllers[4], etc.

    Please consider donating $5-10 a month to the ZSF! They are a great group of people, and it has so many knock-on effects for others in the FOSS community. :)

    [0] https://machengine.org/

    [1] https://github.com/foxnne/pixi

    [2] https://github.com/foxnne/aftersun

    [3] https://github.com/Srekel/tides-of-revival

    [4] https://github.com/ZigEmbeddedGroup

  • DevDocs
    19 projects | news.ycombinator.com | 12 Jan 2024
    I don't know if there's anything better than a zip. For our website[0] which includes a bunch of docs for our game engine, Zig packages, etc. we just offer a link "offline version of this site" in the footer which is an ~80MB zip file.

    I think the challenge with zip files is.. do you want all the images? do you want all versions of the docs, or just a specific version of the docs? It's hard to tailor the zip to the user's desire. But zip still seems to be the best.

    [0] https://machengine.org/

  • Not only Unity...
    53 projects | /r/opensourcegames | 11 Nov 2023
  • Mach - Zig game engine & graphics toolkit
    1 project | /r/Zig | 12 Sep 2023
  • New Béziers from Math
    5 projects | news.ycombinator.com | 10 Sep 2023
    Cool to see others working on this problem. I hope more people do.

    Funnily I've seen a lot of programmers and math folks who express how truly, genuinely beautiful Beziers and the math behind them are. But I've never met an artist or graphic designer who didn't express some deep frustration at Bezier controls and how hard they are to work with.

    There are even games[0] which make a mockery out of how hard Bezier controls are to use, where the game is purely using the controls.

    Controls are just one side of the problem, in my view; the other side is that cubics are terrible for GPUs, they don't understand them - and I believe many of the best 2D graphics libraries today are not even fully GPU accelerated, e.g. Skia. There are folks working on compute shader-based approaches, where we try to shoe-horn this CPU-focused algorithm into GPUs and pray - but it still isn't really suitable.

    The controls suck for artists, and the math sucks for GPUs. This is only true of cubics, if you restrict yourself to quadratics (although that brings other challenges), both the control issue goes away (you can just click+drag the curve!) and the performance issue goes away (quadratics are triangles, GPUs love them)

    That's the summary of the talk[1] I gave at SYCL'22. In that talk, I didn't have time to present the downsides of quadratics (which are real) - so if you watch it please keep that in mind - but my overall point I think is a solid one: the controls suck, and GPUs can't handle them.

    The only reason we stick with cubics in its current form is because of SVG, compatibility with existing tooling, etc. But isn't it crazy? We have new bitmap image formats all the time, and so few vector graphics formats.

    In Mach engine[2] we're continuing to explore this space, end-to-end, from author tooling -> format -> rendering. I'm not claiming we have a perfect solution, we don't, but we're at least thinking about this problem. Kudos to the authors of this article for thinking about this space as well.

    [0] https://bezier.method.ac/

    [1] https://www.youtube.com/watch?v=QTybQ-5MlrE

    [2] https://machengine.org

  • 0.11.0 Release Notes
    12 projects | news.ycombinator.com | 3 Aug 2023
    A game engine https://machengine.org is being written in zig, there's also https://microzig.tech as zig is well suited to embedded development.
  • Significant examples of Zig software (June 2023)?
    7 projects | /r/Zig | 6 Jun 2023
    https://github.com/hexops/mach (shameless plug)
  • Learn WebGPU
    9 projects | news.ycombinator.com | 27 Apr 2023
    Zig fits pretty naturally here too. We've got ~19 WebGPU examples[1] which use Dawn natively (no browser support yet), and we build it using Zig's build system so it 'just works' out of the box with zero fuss as long as you grab a recent Zig version[2]. No messing with cmake/ninja/depot_tools/etc.

    WASM support in Zig, Rust, and C++ is also not equal. C++ prefers Emscripten which reimplements parts of popular libraries like SDL, for me personally that feels a bit weird as I don't want my compiler implementing my libraries / changing how they behave. Rust I believe generally avoids emscripten(?), but Zig for sure lets me target WASM natively and compile C/C++ code to it using the LLVM backend and soon the custom Zig compiler backend.

    [1] https://github.com/hexops/mach-examples

    [2] https://github.com/hexops/mach#supported-zig-version

  • Zig for gamedev?
    7 projects | /r/Zig | 15 Apr 2023
    We're building Mach which aims to be competitive with Unity/Unreal/Godot in spriti, but super modular / let you pick and choose which parts to use or build yourself.
  • Mach (Zig) Adventures - Part 1
    2 projects | /r/Zig | 12 Apr 2023
    git clone --recursive https://github.com/hexops/mach-examples cd mach-examples/ zig build run-sprite2d

What are some alternatives?

When comparing ArrayFire and mach you can also consider the following projects:

Thrust - [ARCHIVED] The C++ parallel algorithms library. See https://github.com/NVIDIA/cccl

SDL.zig - A shallow wrapper around SDL that provides object API and error handling

Boost.Compute - A C++ GPU Computing Library for OpenCL

zig - General-purpose programming language and toolchain for maintaining robust, optimal, and reusable software.

VexCL - VexCL is a C++ vector expression template library for OpenCL/CUDA/OpenMP

quickjs-emscripten - Safely execute untrusted Javascript in your Javascript, and execute synchronous code that uses async functions

Pytorch - Tensors and Dynamic neural networks in Python with strong GPU acceleration

zigstr - Zigstr is a UTF-8 string type for Zig programs.

CUB - THIS REPOSITORY HAS MOVED TO github.com/nvidia/cub, WHICH IS AUTOMATICALLY MIRRORED HERE.

arocc - A C compiler written in Zig.

Taskflow - A General-purpose Parallel and Heterogeneous Task Programming System

mach-glfw-vulkan-example - mach-glfw Vulkan example