basis_universal VS zig-gamedev

Compare basis_universal vs zig-gamedev and see what are their differences.

Our great sponsors
  • InfluxDB - Power Real-Time Data Analytics at Scale
  • WorkOS - The modern identity platform for B2B SaaS
  • SaaSHub - Software Alternatives and Reviews
basis_universal zig-gamedev
15 55
2,563 1,976
1.1% 4.3%
4.7 9.7
3 months ago 2 days ago
C++ C
Apache License 2.0 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.

basis_universal

Posts with mentions or reviews of basis_universal. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2023-04-03.
  • The Near-Lossless Image Formats Using Ultra-Fast LZ Codecs
    2 projects | news.ycombinator.com | 3 Apr 2023
    The author of the OP also develops Basis, which is designed to take advantage of GPU texture compression formats. GPU formats have a fixed bitrate which makes them efficient to sample but not the most efficient to transmit, so Basis layers on a second level of compression that unpacks into a GPU texture.

    https://github.com/BinomialLLC/basis_universal

  • Why do games need so much RAM?
    1 project | /r/gamedev | 5 Feb 2023
    You might find https://github.com/BinomialLLC/basis_universal interesting :)
  • Hello, PNG
    13 projects | news.ycombinator.com | 18 Jan 2023
    Erm, aren't both WebP and PNG rather useless for games? How do you convert those formats into one of the hardware-compressed texture formats consumed by the GPU (like BCx, ETC or ASTC)? Without those you're wasting a ton of GPU memory bandwidth when sampling textures.

    (there are some alternatives, like https://github.com/BinomialLLC/basis_universal, or http://www.radgametools.com/oodletexture.htm)

  • Have any of the big game engines shown interest in JXL?
    2 projects | /r/jpegxl | 14 Dec 2022
    In addition to this, texture compression is optimized for random access and has to use a fixed amount of bytes per each block, but there is a possibility to further compress this during the delivery. This is called the supercompression and Basis Universal is a good example of this. JPEG XL is also based on tiles for parallel decoding, but those tiles are too large (128x128 minimum, compare with 12x12 maximum of ASTC) so it is not yet suitable for GPU as it stands.
  • Brotli-G: A GPU compression/decompression standard for digital assets
    1 project | news.ycombinator.com | 22 Nov 2022
    Im interested to see what image format specific compressors go gpu. JpegXL, AVIF, WebP... who wants to show up & throw down? Or even just fastpng?

    Meanwhile we dont really hear or regard many of the gpu-oriented compression techs. TIL Basis/KTX2 is itself zstd compressed (formerly LZ apparently?). https://github.com/BinomialLLC/basis_universal

  • An efficient image format for SDL
    4 projects | /r/gamedev | 28 Sep 2022
    You could check out Binomial's basis_universal. After Google bought them, they open sourced it and allowed use for free.
  • Show HN: 3D live tracking two climbers attempting a Sierra Nevada record
    1 project | news.ycombinator.com | 6 Jul 2022
  • Compressed Texture Converter/Writer
    4 projects | /r/opengl | 30 Mar 2022
    Another alternative you should consider is https://github.com/BinomialLLC/basis_universal
  • What image formats do you support?
    4 projects | /r/gameenginedevs | 28 Mar 2022
    Simple, open-source, standardized and supports every GPU-oriented format around. And, built-in library support for https://github.com/BinomialLLC/basis_universal
  • Rasterization in slow motion
    4 projects | /r/GraphicsProgramming | 27 Jan 2022
    Yep. That lib is great. And, similarly https://github.com/nfrechette/acl and https://github.com/BinomialLLC/basis_universal

zig-gamedev

Posts with mentions or reviews of zig-gamedev. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2023-04-15.
  • Zig for gamedev?
    7 projects | /r/Zig | 15 Apr 2023
    Two game frameworks in the making: https://github.com/michal-z/zig-gamedev & https://github.com/hexops/mach
  • Projects / areas of specialization for learning zig
    2 projects | /r/Zig | 7 Apr 2023
    I did a hangman game, I'm doing a file compression tool next. I asked bing chat to recommend beginner projects for zig and that's what it told me. It also suggested a cli calculator and a cli text editor, but I didn't want to do that. My next thing will be something using https://github.com/michal-z/zig-gamedev
  • zig-gamedev project: Monthly Progress Report - Feb 2023 (zflecs, zsdl, zopengl and more)
    2 projects | /r/Zig | 2 Mar 2023
  • zig-gamedev project: Monthly Progress Report (January 2023)
    1 project | /r/Zig | 4 Feb 2023
  • zig-gamedev project: zphysics v0.0.4 - Zig API and C API for Jolt Physics
    2 projects | /r/Zig | 4 Feb 2023
  • Just found out about Zig and wonder what would be the best graphics library to pair with it?
    5 projects | /r/Zig | 1 Feb 2023
    This repo may be useful. It isn't an engine or a renderer, but rather a collection of useful libraries if you do end up writing your own tools. https://github.com/michal-z/zig-gamedev
  • Is C++ still the language when entering 3D programming in 2023?
    6 projects | /r/gamedev | 1 Feb 2023
    Something like vulkano in Rust or zig-gamedev in zig might be a much more enjoyable approach: They're similarly bare metal languages but have a lot of advantages over C++ (borrow checker's safety, simpler syntax). However, they're not commonly used by big studios.
  • Gamedev in zig
    3 projects | /r/Zig | 1 Jan 2023
    I've been working on a gamedev project in zig, using zig-gamedev. It has many libraries you can use, though my game is 2D. Feel free to check out my project if you want to see how I set things up. https://github.com/foxnne/aftersun
  • zig-gamedev project - progress report
    1 project | /r/Zig | 31 Dec 2022
  • Goodbye to the C++ Implementation of Zig
    12 projects | news.ycombinator.com | 8 Dec 2022
    Language-level guarantees of memory safety are not critical to all low-level programmers, and sometimes this is fine!

    Developers of games, compilers, digital audio workstations, video editors, and live performance software (such as openFrameworks) likely don't rank memory safety as their top concern.

    Zig is already an attractive choice for those domains because it offers:

    - Great compile times compared to C++/Rust, and future plans to implement hot reloading as a core part of the tooling: https://www.jakubkonka.com/2022/03/16/hcs-zig.html

    - The ability to reason about where data exists in memory: https://ziglang.org/documentation/master/#Where-are-the-byte...

    - Good readability and learnability, especially if you have a C/C++ background.

    - Comptime that enables clean generics, compile-time reflection and general metaprogramming as a happy side-effect: https://kristoff.it/blog/what-is-zig-comptime/

    - Better tooling than C/C++. The ability to cross-compile Zig and C/C++ from one machine lets you set up much more stable and reproducible build environments already. You can clone zig-gamedev and have the demos working with just three commands on Windows/macOS/Linux, for example, and two of those three are cloning the repo and changing to the directory: https://github.com/michal-z/zig-gamedev (to build you will need the latest copy of Zig from the 'masters' section for your platform at https://ziglang.org/download/ )

    We should all be careful about insinuating that memory unsafe languages should not exist. I see “friends don't let friends use memory-unsafe languages” on social media and feel sick. It's much healthier to embrace the melting pot of Zig, Odin, D, Beef, Vale, Hare, Lobster, Jai, C3, Val, Roc and all the rest and see what new ideas and trade-offs they bring.

    Also worth noting that new languages tend to take time to develop their own philosophies to memory safety (Vale's approach is only just now emerging, for example: https://verdagon.dev/blog/making-regions-part-1-human-factor ). Zig's story might not be great now ( https://www.scattered-thoughts.net/writing/how-safe-is-zig/ ), but then it's not Zig's priorty at the moment, and Zig's full story is not yet written.

What are some alternatives?

When comparing basis_universal and zig-gamedev you can also consider the following projects:

KTX-Software - KTX (Khronos Texture) Library and Tools

rust - Empowering everyone to build reliable and efficient software.

VK-GL-CTS - Khronos Vulkan, OpenGL, and OpenGL ES Conformance Tests

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

crunch - Advanced DXTc texture compression and transcoding library

alg - Algebra for Zig

acl - Animation Compression Library

mach - zig game engine & graphics toolkit

stb - stb single-file public domain libraries for C/C++

vos - Vinix is an effort to write a modern, fast, and useful operating system in the V programming language

qoi2-bikeshed - "Quite OK Image" version 2 discussions

zig_vulkan - Toying with vulkan and zig