glTF VS entt

Compare glTF vs entt and see what are their differences.

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glTF entt
20 79
6,947 9,447
1.2% -
7.0 9.8
3 days ago 9 days ago
HTML C++
GNU General Public License v3.0 or later 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.

glTF

Posts with mentions or reviews of glTF. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2023-06-10.
  • Academy Software Foundation Announces OpenPBR, a New Subproject of MaterialX
    1 project | news.ycombinator.com | 2 Aug 2023
    My understanding is that this is an evolution of the Autodeks Standard Surface (https://autodesk.github.io/standard-surface/), which itself is a subset set of the glTF 2.0 material with its PBR extensions (https://github.com/KhronosGroup/glTF/blob/main/extensions/RE... )

    Together this means there is a lot of alignment between these models. I wouldn't be surprised to see a glTF 3.0 that adopts the OpenPBR as its main material definition, skipping the current extension complexity.

    OpenPBR for material exchange combined with MaterialX for shader graph exchange combined (https://materialx.org) with OpenUSD for geometry and scene graph exchange, means together we are headed into a world where high quality 3D assets are exchangeable between content creation tools.

  • Is it more performant to build the entire scene in Blender?
    4 projects | /r/Unity3D | 10 Jun 2023
    Search animation related topics, like skinning and weights. This is constantly debated. As for the compression it is just standard with the format, there are some old topics on it.
  • VisionOS
    2 projects | news.ycombinator.com | 6 Jun 2023
    An open standard that is very capable (but cannot find if it can do streaming) is https://github.com/KhronosGroup/glTF

    It still misses some important things in the area of shading and animation for full transfer of all qualities you find in a modern 3d creation app like Blender.

  • The difference between a primitive and a mesh in gltf
    1 project | /r/opengl | 16 Apr 2023
    I wondered this in the past as well and I found this issue, which has a lot of discussion on it and includes some plausible possible reasons, though it seems it's not entirely clear anymore why it is like it is: https://github.com/KhronosGroup/glTF/issues/821
  • Did a burger / solved for PBR partially
    1 project | /r/photogrammetry | 4 Jan 2023
    So the special thing about this is we didn't touch any of the PBR maps on it. At all. That was all automatic, I wrote a solving program. What I will reveal about that is the gltf spec I solved against is over here: https://github.com/KhronosGroup/glTF . We're looking at using this with some 3D scanning businesses in NYC at the moment.
  • Ask HN: Simple 3D animation file format?
    2 projects | news.ycombinator.com | 20 Dec 2022
    https://github.com/KhronosGroup/glTF/blob/main/specification...
  • Texture Animation to glTF 2.0 Fail to Export
    2 projects | /r/blenderhelp | 4 Nov 2022
    In the future, this can be properly done with the KHR_animation_pointer extension: https://github.com/KhronosGroup/glTF/pull/2147
  • Magic hole in GLTF from blender?! is it possible
    1 project | /r/blenderhelp | 27 Oct 2022
    I think ideally you would extend the gltf material to add control over e.g. renderOrder, colorWrite, depthWrite, then implement the extension in your gltf loader
  • I've decided to learn Godot and it feels like I have "lost"
    7 projects | /r/gamedev | 1 Aug 2022
    Probably not directly, but I'd look for frameworks that work with GLTF to have proper scene and asset management.
  • What is the name of the effect which causes edges of meshes to appear brighter rather than darker?
    1 project | /r/GraphicsProgramming | 6 Jun 2022
    Probably it’s some kind of Sheen. This effect gives the material a velvety fabric / fur impression, which would work well with the Tom Nook character.

entt

Posts with mentions or reviews of entt. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2024-04-17.
  • Using Jolt with flecs & Dear ImGui: Game Physics Introspection
    4 projects | dev.to | 17 Apr 2024
    EnTT is a popular alternative to flecs for C++, which has different performance/memory characteristics.
  • Focus: A simple and fast text editor written in Jai
    7 projects | news.ycombinator.com | 2 Sep 2023
    https://pastebin.com/VPypiitk This is a very small experiment i did to learn the metaprogramming features. its an ECS library using the same model as entt (https://github.com/skypjack/entt). In 200 lines or so it does the equivalent of a few thousand lines of template heavy Cpp while compiling instantly and generating good debug code.

    Some walkthrough:

    Line 8 declares a SparseSet type as a fairly typical template. its just a struct with arrays of type T inside. Next lines implement getters/setters for this data structure

    Line 46 Base_Registry things get interesting. This is a struct that holds a bunch of SparseSet of different types, and providers getters/setters for them by type. It uses code generation to do this. The initial #insert at the start of the class injects codegen that creates structure members from the type list the struct gets on its declaration. Note also how type-lists are a native structure in the lang, no need for variadics.

    Line 99 i decide to do variadic style tail templates anyway for fun. I implement a function that takes a typelist and returns the tail, and the struct is created through recursion as one would do in cpp. Getters and setters for the View struct are also implemented through recursion

    Line 143 has the for expansion. This is how you overload the for loop functionality to create custom iterators.

    The rest of the code is just some basic test code that runs the thing.

  • Crash Course: entity component system
    1 project | news.ycombinator.com | 20 Jul 2023
  • Introducing Ecsact
    8 projects | dev.to | 24 Jun 2023
    Since we wanted a common game simulation that would be on both the server and the client we looked into a few libraries that would fit our ECS needs. It was decided we were going to write this common part of our game in C++, but rust was considered. C++ was a familiar language for us so naturally EnTT and flecs came up right away. I had used EnTT before, writing some small demo projects, so our choice was made based on familiarity. In order to integrate with Unity we created a small C interface to communicate between our simulation code and Unity’s C#. Here’s close to what it looked like. I removed some parts for brevity sake.
  • Sharing Saturday #472
    7 projects | /r/roguelikedev | 23 Jun 2023
    Are you sure you don't want to use a C++ package manager? Libtcod is on Vcpkg and with that setup you could add the fmt library or EnTT. fmt fixes C++'s string handling and EnTT fixes everything wrong with the entities of the previous tutorials.
  • Where can I find the juiciest, most complex and modern c++ code?
    2 projects | /r/cpp_questions | 9 Jun 2023
  • What are the limits of blueprints?
    4 projects | /r/unrealengine | 25 May 2023
    There's also a performance question. While we can now use Blueprint nativization to convert Blueprints to C++ the result will be a fairly naive version, fast enough for most purposes but not if you're trying to push every bit of performance. This is where you're looking at making sure you're hitting things such as using the CPU cache as well as possible for an ECS system (Look at ENTT or Flecs if you want to see what they're about and why you'd want one), or a system needing to process massive amounts of data quickly such as the Voxel Plugin.
  • any resources for expanding on ECS?
    4 projects | /r/gamedev | 22 Apr 2023
    For a modern engine you’re probably best looking at Unity’s DOTS. You may also want to check out some of the different open source ECS libraries such as flecs and EnTT are two popular ones for C++, but there’s lots of them. Largely you’ll see lots of different approaches taken, all with their own pros and cons. Not all of them will be performant (some focus more on the design benefits) while others will be optimised for certain use cases. What you should prioritise will depend on your specific needs.
  • DynaMix 2.0.0 Released
    8 projects | /r/cpp | 13 Apr 2023
    You can think of DynaMix as combining one of these libraries with an ECS like entt(https://github.com/skypjack/entt)
  • Flecs – A fast entity component system for C and C++
    2 projects | news.ycombinator.com | 4 Apr 2023

What are some alternatives?

When comparing glTF and entt you can also consider the following projects:

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

flecs - A fast entity component system (ECS) for C & C++

glTF-Sample-Models - glTF Sample Models

Hazel - Hazel Engine

MonoGame - One framework for creating powerful cross-platform games.

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

flecs-lua - Lua script host for flecs

bevy - A refreshingly simple data-driven game engine built in Rust

Roguelike-Tutorial-2021 - Roguelike tutorial written hard with GDscript

learn-gdscript - Learn Godot's GDScript programming language from zero, right in your browser, for free.

UnrealCLR - Unreal Engine .NET 6 integration