fluid-behavior-tree VS UnityMeshSimplifier

Compare fluid-behavior-tree vs UnityMeshSimplifier and see what are their differences.

fluid-behavior-tree

Behavior trees for Unity3D projects. Written with a code driven approach on the builder pattern. (by ashblue)
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fluid-behavior-tree UnityMeshSimplifier
3 4
886 1,648
- -
3.0 0.0
3 months ago 3 months ago
C# C#
MIT License MIT License
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
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fluid-behavior-tree

Posts with mentions or reviews of fluid-behavior-tree. We have used some of these posts to build our list of alternatives and similar projects.

UnityMeshSimplifier

Posts with mentions or reviews of UnityMeshSimplifier. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2024-04-29.
  • Optimizing Graphics and Rendering in Unity: Key aspects and practical solutions
    2 projects | dev.to | 29 Apr 2024
    You can also reduce the number of triangles on the fly if you want to create your own clipping conditions. For example you can use this component for runtime mesh processing.
  • Why Cities: Skylines 2 performs poorly
    7 projects | news.ycombinator.com | 5 Nov 2023
    https://github.com/Whinarn/UnityMeshSimplifier :

    > Mesh simplification for Unity. The project is deeply based on the Fast Quadric Mesh Simplification algorithm, but rewritten entirely in C# and released under the MIT license.

    Mesh.Optimize: https://docs.unity3d.com/ScriptReference/Mesh.Optimize.html

    Unity-Technologies/AutoLOD

  • Working on planets with caves generation for my game, some random bug in floating pieces removal caused quarter of my planet to be deleted, looks kind a cool though
    1 project | /r/proceduralgeneration | 27 Jun 2022
    Using LOD system, generating LODs for each chunk once its mesh is generated (using https://github.com/Whinarn/UnityMeshSimplifier to generate lower detail meshes). Also, have additional "LODs layer" where I take lowest meshes of all chunks, merge them together and create LODs for resulting mesh. This helps as then I can dissable all chunks game objects and simply enable planet object. (1000 chunks would result in 4000 total game objects as unity uses separate game object for each lod which can all be disabled/destroyed and replaced with 4 gameobjects). This is used if camera is very far away. In screenshot all chunks are in lowest LOD but camera is not far enough away to trigger dissabling of chunks and enabling of planet mesh.
  • Finally getting back to work.
    1 project | /r/Unity3D | 5 Jan 2022
    This is more of what I want, but it took so long. It also won't work with my current cave digging system but that's an easy fix for later. I decided against writing my own mesh simplification method since this bad boy already exists.

What are some alternatives?

When comparing fluid-behavior-tree and UnityMeshSimplifier you can also consider the following projects:

Zenject - Dependency Injection Framework for Unity3D

extOSC - extOSC is a tool dedicated to simplify creation of applications in Unity with OSC protocol usage.

MapsSDK-Unity - This repository contains samples, documentation, and supporting scripts for Maps SDK, a Microsoft Garage project.

TileMaps - Example repository for organizing generic tile maps in Unity with C#

unity-hierarchy-folders - Specialized folder objects for Unity Hierarchy.

UI-Input - Unity project for building common behaviors/shared framework for games. [Moved to: https://github.com/tatmanblue/Unity-Shared]

realtime-CSG-for-unity - Realtime-CSG, CSG level editor for Unity

ArcCreate - Community based rhythm game editor and player made with Unity.

unity-google-drive - Google Drive SDK for Unity game engine

unity-raw-input - Windows Raw Input wrapper for Unity game engine

cup - Create Unity Package (cup) is a command-line app that allows you to create Unity packages from the command line without installing Unity.

Unity3d-RectMask2DCulling - Custom RectMask2D, that allow to disable Culling / Softness for better performance