game-engine-3d VS Vulkan-Docs

Compare game-engine-3d vs Vulkan-Docs and see what are their differences.

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game-engine-3d Vulkan-Docs
3 161
4 2,669
- 0.4%
6.5 8.4
10 months ago 2 days ago
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GNU General Public License v3.0 only GNU General Public License v3.0 or later
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.

game-engine-3d

Posts with mentions or reviews of game-engine-3d. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2023-10-11.
  • New Vulkan Documentation Website
    10 projects | news.ycombinator.com | 11 Oct 2023
    https://github.com/Planimeter/game-engine-3d/blob/main/src/g...

    Try reading the above implementation. It’s a Hello, Triangle with SDL. Should compile out of the box on Windows.

  • GPU Video acceleration in the Windows Subsystem for Linux now available
    3 projects | news.ycombinator.com | 13 Feb 2023
    I haven't looked at DirectX 12's documentation, but I really should. Khronos Group's Vulkan Samples are broken out of the box, crash on a fresh build, and the Hello Triangle API sample crashed when you minimize it.

    It took me over 700 lines of C for a minimal replica.[1]

    I'm not a fan of Vulkan not having a built-in compiler for shaders compared to OpenGL. I'm sure there's a superior technical reason for it, but I don't care because it's ruined my development experience, and reintroducing the behavior requires a sizable increase in CMake dependency overhead.

    https://github.com/Planimeter/game-engine-3d/blob/main/src/g...

Vulkan-Docs

Posts with mentions or reviews of Vulkan-Docs. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2024-02-17.
  • GPU synchronization in Godot 4.3 is getting a major upgrade
    2 projects | news.ycombinator.com | 17 Feb 2024
    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...

  • Vulkan 1.3.273 spec update
    1 project | /r/vulkan | 8 Dec 2023
  • [Roadmap Feedback] Function Pointers with some limitations
    1 project | /r/vulkan | 7 Dec 2023
  • New Vulkan Documentation Website
    10 projects | news.ycombinator.com | 11 Oct 2023
    Apple -> MoltenVK is an emulation layer and doesn't give you as much control as using Metal directly.

    Nintendo and Sony prefer their own APIs, NVN and LibGNM, and AIUI Vulkan is a second-class API on those platforms which does not offer as much power, it is widely understood studios use NVN and LibGNM to get access to the real hardware on those platforms.

    Windows/AMD/NVidia/Intel -> HW manufacturers tend to prototype and release new features with D3D first and then 'backport' them to Vulkan after a while. DirectX 12 for example had mesh shaders for over 2 years before Vulkan got a vendor neutral extension for them[0]

    Android and Linux are the only platform where Vulkan is a first-class citizen.

    You could maybe argue Nvidia treats Vulkan as a first-class citizen because they tend to have vendor-specific Vulkan extensions for the latest features available before anyone else. But otherwise, no, Vulkan is not a first-class API anywhere except Linux and Android.

    Graphics API wars are alive and well.

    [0] https://github.com/KhronosGroup/Vulkan-Docs/issues/1423

  • Vulkan 1.3.267 spec update
    1 project | /r/vulkan | 7 Oct 2023
  • Vulkan 1.3.266 spec update
    1 project | /r/vulkan | 1 Oct 2023
  • Vulkan 1.3.262 spec update
    1 project | /r/vulkan | 27 Aug 2023
  • Vulkan 1.3.260 spec update
    1 project | /r/vulkan | 30 Jul 2023
  • Vulkan 1.3.257 spec update
    1 project | /r/vulkan | 7 Jul 2023
  • Vulkan 1.3.256 spec update
    1 project | /r/vulkan | 30 Jun 2023

What are some alternatives?

When comparing game-engine-3d and Vulkan-Docs you can also consider the following projects:

raylib - A simple and easy-to-use library to enjoy videogames programming

wgsl-cheat-sheet - Cheat sheet for WGSL syntax for developers coming from GLSL.

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

vkd3d-proton - Fork of VKD3D. Development branches for Proton's Direct3D 12 implementation.

learnopengl-examples - Examples from learnopengl.com, implemented using Sokol libraries.

webgpu-wgsl-hello-triangle - An example of how to render a triangle with WebGPU using WebGPU Shading Language - the "Hello world!" of computer graphics.

ggez - Rust library to create a Good Game Easily

Vulkan-Headers - Vulkan header files and API registry

WSL - Issues found on WSL

WASI - WebAssembly System Interface

SPIRV-Tools

Vulkan - Examples and demos for the new Vulkan API