dukenukem3d VS Open-Source Vulkan C++ API

Compare dukenukem3d vs Open-Source Vulkan C++ API and see what are their differences.

dukenukem3d

Duke Nukem 3D (1996) by 3D Realms Entertainment, Inc. (by videogamepreservation)
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dukenukem3d Open-Source Vulkan C++ API
3 36
151 2,911
- 1.8%
10.0 9.1
over 10 years ago 9 days ago
C++ C++
- Apache License 2.0
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.

dukenukem3d

Posts with mentions or reviews of dukenukem3d. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2022-04-03.
  • Alan MacMasters: How the great toaster hoax was exposed
    1 project | news.ycombinator.com | 21 Nov 2022
    A while ago most people thought QuakeWorld was the first game to do client-side prediction. Carmack has a .plan from 1996 talking about it so there's a clear reference.

    But one day I went to the wiki page for client-side prediction and it said Duke Nukem 3D was first which I thought was curious, so I checked the reference on it and it was a recent interview with Ken Silverman - creator of the Build engine that DN3D ran on - which clearly stated DN3D was first:

    > "People may point out that Quake’s networking code was better due to its drop-in networking support, [but] it did not support client side prediction in the beginning,” he explains. “That’s something I had come up with first and implemented in the January 1996 release of Duke 3D shareware."

    Pretty unfair for Ken, I thought, that everyone’s got the wrong idea that it’s QuakeWorld. Since the source is available, with the help of Hacker News we even found the code for it in game.c[0].

    To be a good citizen I went back over to the Wikipedia page and added a link to the source code to help solidify the claim. But while I was there I went back and read the interview again, and noticed a part I’d skimmed the first time:

    > "It kind of pisses me off that the Wikipedia page article on ‘client side prediction’ gives credit to Quakeworld due to a lack of credible citations about Duke 3D."

    I wondered if and when it had been changed from saying Duke 3D to QuakeWorld in the past (before eventually being changed back again sometime after the interview), so I went and had a look through the page history. It had been changed a few years ago. And the person who had removed it due to lack of any citations... was me.

    [0] https://github.com/videogamepreservation/dukenukem3d/blob/ef...

  • The project with a single 11,000-line code file
    9 projects | /r/programming | 3 Apr 2022
    Duke Nukem 3D had BUILD.C (6500 lines), ENGINE.C (8800 lines), and GAME.C (6000 lines).
  • What is the cleanest, most well written, best structured, open source C project you've seen?
    4 projects | /r/C_Programming | 27 Mar 2022
    I second the Quake games as well. Despite their age, the OG releases are still pretty timeless (especially compared to some of their contemporaries). You can read more about them on Fabien Sanglard's blog. He's done code reviews of Quake 1-3, Doom 1-3, Duke3D, and more.

Open-Source Vulkan C++ API

Posts with mentions or reviews of Open-Source Vulkan C++ API. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2023-07-05.
  • what math is required?
    2 projects | /r/vulkan | 5 Jul 2023
    It might be useful to maybe look at the Vulkan.hpp examples since you can do the same in about 200 lines of code. https://github.com/KhronosGroup/Vulkan-Hpp/blob/main/samples/15_DrawCube/15_DrawCube.cpp
  • Vulkan-Hpp now provides C++20 module interface file
    1 project | /r/vulkan | 28 Jun 2023
    1 project | /r/cpp | 28 Jun 2023
  • How do you guys organize everything?
    1 project | /r/vulkan | 18 Jun 2023
    Wow that library looks amazing, I'll definitely be using it. Bonus that it's official from the Khronos Group. https://github.com/KhronosGroup/Vulkan-Hpp
  • An idea to ease wrapping C libraries in C++.
    3 projects | /r/cpp | 18 Jun 2023
    Even auto-generated c++ wrappers like vulkan-hpp require lots of manual maintenance.
  • Anybody know why V-EZ has not been updated in 5 years?
    5 projects | /r/vulkan | 15 Jun 2023
    Ultimately I went with vulkan.hpp RAII bindings, even though that way also has some learning curve and I couldn't find any documentation other than the RAII programming guide. It's great for getting started, but could use a complementary auto-generated API doc. There are also decent programming samples, which really suck for getting started, but otherwise do a good job of presenting concepts they focus on. Putting the available resources together I was able to get a project going in two weekends.
  • Using enum classes as bitmasks
    1 project | /r/cpp | 24 May 2023
    This is exactly how the official Vulkan C++ API, Vulkan-Hpp does it. For the precise example mentioned in the blog post:
  • Recommendations on how to start a small Vulkan project
    6 projects | /r/vulkan | 16 May 2023
    Or the vulkan.hpp RAII samples would be a good place?
  • What's the most hilarious use of operator overloading you've seen?
    7 projects | /r/cpp | 6 May 2023
    For a real-life example: consider the vk::raii namespace of Vulkan-Hpp, where the developers have posted examples. The vk::raii::su namespace has a bunch of free functions that one might think are associated with a Vulkan instance/object (in fact, the Vulkan Tutorial does implement them as member functions), but they are much nicer when used as pure functions. It keeps the class/struct definition itself nice and clean.
  • Vulkan-HPP + Vulkan C API == Aliasing Bugs!
    1 project | /r/vulkan | 12 Feb 2023
    final c++17 draft (N4659) first post-publication draft after c++20 (N4868) vulkan-structs.hpp (containing the vk::ImageCreateInfo definition) VkImageCreateInfo struct

What are some alternatives?

When comparing dukenukem3d and Open-Source Vulkan C++ API you can also consider the following projects:

EVE-IPH - Code for the EVE Isk per Hour program

Ogre 3D - scene-oriented, flexible 3D engine (C++, Python, C#, Java)

xbps - The X Binary Package System (XBPS)

GLFW - A multi-platform library for OpenGL, OpenGL ES, Vulkan, window and input

oletools - oletools - python tools to analyze MS OLE2 files (Structured Storage, Compound File Binary Format) and MS Office documents, for malware analysis, forensics and debugging.

Skia - Skia is a complete 2D graphic library for drawing Text, Geometries, and Images.

Asterisk - The official Asterisk Project repository.

urho3d - Game engine

Irrlicht - An automatically updated mirror of the Irrlicht SVN repository on sourceforge

OpenVDB - OpenVDB - Sparse volume data structure and tools

bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.

OpenSubdiv - An Open-Source subdivision surface library.