misc
Clippings (by cmuratori)
VulkanSceneGraph
Vulkan & C++17 based Scene Graph Project (by vsg-dev)
Our great sponsors
misc | VulkanSceneGraph | |
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8 | 7 | |
247 | 1,156 | |
- | - | |
5.8 | 9.8 | |
4 months ago | 6 days ago | |
C | C++ | |
- | 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.
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.
misc
Posts with mentions or reviews of misc.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2024-02-17.
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GPU synchronization in Godot 4.3 is getting a major upgrade
Pipelines (or in general terms PSOs) are the most problematic aspect of Vulkan / DX12 - much more than synchronization! Large parts of the gamedev industry seems to recognize all the performance issues with pipelines and therefore companies are experimenting with newer models like the VK_EXT_shader_object extension ("Vulkan without Pipelines": https://www.khronos.org/blog/you-can-use-vulkan-without-pipe...).
I've written a detailed comment about this before here (https://news.ycombinator.com/item?id=37843946#37845431) but for a much more comprehensive explanation by an engineer from Nintendo read the initial proposal for the VK_EXT_shader_object extension: https://github.com/KhronosGroup/Vulkan-Docs/blob/main/propos...).
There's also Casey Muratori's mail to the Vulkan advisory on 2015 that basically predicts this whole clusterfuck would happen: https://github.com/cmuratori/misc/blob/main/vulkan_dynamic_s...
- “Clean Code, Horrible Performance” Discussion Part 2 (Final)
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The Clean Code Debacle and Rhetoric Tricks - Casey Muratori vs Mr "Uncle Bob" Martin
I'll put the link to Casey and Uncle Bob's discussion about architecture here again. This discussion is specifically about maintainability. In it they both come up with a design for a device IO API, and argue its strengths in terms maintainability and extensibility.
- Uncle Bob's Response to Casey Muratori's Critique of Clean Code
- [A mail I wrote to the Vulkan advisory committee on Aug 4, 2015, 1:03 AM]
- The current state of GPU API's and why I wish V-EZ hadn't died.
- Reservations about the Vulkan API’s design
VulkanSceneGraph
Posts with mentions or reviews of VulkanSceneGraph.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2023-03-07.
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Vulkan all the way: Transitioning to a modern low-level graphics API in academia
I have not used this, but heard good things about Vulkan Scene Graph. https://github.com/vsg-dev/VulkanSceneGraph Like Open Scene Graph, it's more than just a scene graph. It provides math and geometry among other abstractions for computer graphics.
- Vulkan Scene Graph. The Open Scene Graph Successor
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Beginner question: Is Vulkan like OpenGL except more focused on concurrency?
In fact, there is now a VulkanSceneGraph ( https://github.com/vsg-dev/VulkanSceneGraph ) from the authors of OpenSceneGraph that does exactly what OSG does, but atop Vulkan. Not everything is identical between VSG and OSG, but VSG is definitely a next-generation OSG written atop Vulkan. It addresses many of the limiting design decisions that held OSG back, and is significantly faster than OSG even ignoring the speedup of Vulkan's own efficiencies.
- The current state of GPU API's and why I wish V-EZ hadn't died.
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Cross-platform 3D engine recommendation
If I were starting from scratch I'd go with VulkanSceneGraph though https://github.com/vsg-dev/VulkanSceneGraph
- Examples of good Vulkan code organization and abstractions?
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Visualization Libraries On Top Of Vulkan
Perhaps https://github.com/vsg-dev/VulkanSceneGraph will be of some interest.
What are some alternatives?
When comparing misc and VulkanSceneGraph you can also consider the following projects:
webgpu-headers
The-Forge - The Forge Cross-Platform Rendering Framework PC Windows, Steamdeck (native), Ray Tracing, macOS / iOS, Android, XBOX, PS4, PS5, Switch, Quest 2