chip-8 VS BunnyLOD

Compare chip-8 vs BunnyLOD and see what are their differences.

chip-8

Yet another Chip-8 interpreter, but this time with a beautiful interface 💻 (by gargakshit)

BunnyLOD

Cross platform GLFW based port of Stan Melax's BunnyLOD Easy Mesh Simplification (by dougbinks)
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chip-8 BunnyLOD
2 4
34 74
- -
3.2 0.0
over 2 years ago almost 4 years ago
C++ C++
BSD 3-clause "New" or "Revised" License 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.

chip-8

Posts with mentions or reviews of chip-8. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2021-10-15.

BunnyLOD

Posts with mentions or reviews of BunnyLOD. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2021-11-28.
  • question about wasted index Buffer data
    1 project | /r/VoxelGameDev | 8 Nov 2022
    If you reuse the same index buffer as proposed then you won't be able to share vertices, which can be an important optimization. In my case I use a 323 cache of vert indices and just insert an index rather than a vertex if the vertex already exists and has the same material. I generate normals in the pixel shader to increase what can be shared, and then use a variant of Stan Melax's edge collapse polygon reduction algorithm to combine edges and reduce triangle count.
  • help implementing LOD edge collapse algorithm
    3 projects | /r/GraphicsProgramming | 28 Nov 2021
    You might want to take a look at Stan Melax's easy mesh simplification technique with edge collapse at http://www.melax.com/polychop (read the full article link) - I've ported the code so it runs cross platform on https://github.com/dougbinks/BunnyLOD
  • Mesh optimization algorithms
    3 projects | /r/VoxelGameDev | 7 Apr 2021
    I use a variant of progressive meshing, but constrained to preserve edges, normals and ambient occulusion in Avoyd based on Stan Melax's work: https://github.com/dougbinks/BunnyLOD
  • Voxel Vendredi 81
    1 project | /r/VoxelGameDev | 26 Feb 2021
    My triangle reduction in Avoyd, loosely based on Stan Melax's progressive mesh approach checks that the vertex being removed is internal to a set of triangles by checking that the internal angles add up to roughly 2Pi. This also ensures only flat surfaces are reduced, although I also perform normal checks and that vertex ambient occlusion gradients are preserved.

What are some alternatives?

When comparing chip-8 and BunnyLOD you can also consider the following projects:

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

meshoptimizer - Mesh optimization library that makes meshes smaller and faster to render

StupidStackLanguage - Stack-based esoteric programming language, inspired by BrainFuck

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

chip-8 - CHIP-8 Emulator/Debugger made with C++ 17, OpenGL & ImGui.

assimp - The official Open-Asset-Importer-Library Repository. Loads 40+ 3D-file-formats into one unified and clean data structure.

ch8-rs

Physically-based-deferred-shading - First attempt at writing a good looking 3D renderer. Written in C++ using OpenGL on Ubuntu.

zxShaderViz - A useful tool to edit and visualize shaders in real time.

Bplus.jl - A modern OpenGL 4.6 rendering framework, written in Julia.

chip8 - A simple chip-8 emulator in C++ using SDL2 with desktop & browser support