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 3
18 55
- -
7.2 0.0
18 days ago over 1 year 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.
  • help implementing LOD edge collapse algorithm
    3 projects | reddit.com/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 | reddit.com/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 | reddit.com/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:

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