gl_occlusion_culling VS bgfx

Compare gl_occlusion_culling vs bgfx and see what are their differences.

gl_occlusion_culling

OpenGL sample for shader-based occlusion culling (by nvpro-samples)

bgfx

Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library. (by bkaradzic)
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gl_occlusion_culling bgfx
3 71
511 14,352
0.2% -
4.0 9.3
4 months ago 3 days ago
C++ C++
Apache License 2.0 BSD 2-clause "Simplified" 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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gl_occlusion_culling

Posts with mentions or reviews of gl_occlusion_culling. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2022-02-11.
  • Occlusion Culling Dilemma
    2 projects | /r/VoxelGameDev | 11 Feb 2022
    A low-latency (and frankly better) alternative to hardware occlusion queries is to make your own using indirect drawing. Simply draw a chunk's bounding box against the depth buffer and set the instance count of the indirect struct to one if any fragments are drawn. The next frame you can use these indirect commands to draw the actual chunk geometry and repeat the whole process. This has a guaranteed latency of one frame. More info here.
  • Occlusion Culling for Chunks?
    1 project | /r/VoxelGameDev | 23 Nov 2021
    One approach is to use occlusion queries, draw chunks which were visible last frame and then occlusion test the bounding volumes of chunks which weren't rendered and render the ones which pass using a shader based occlusion approach similar to this NVIDIA sample: https://github.com/nvpro-samples/gl_occlusion_culling
  • Has anyone used Intel's Masked Occlusion Culling library?
    2 projects | /r/gameenginedevs | 4 Jan 2021
    For occlusion culling, specifically, there’s this reference implementation: https://github.com/nvpro-samples/gl_occlusion_culling

bgfx

Posts with mentions or reviews of bgfx. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2024-02-20.

What are some alternatives?

When comparing gl_occlusion_culling and bgfx you can also consider the following projects:

filament - Filament is a real-time physically based rendering engine for Android, iOS, Windows, Linux, macOS, and WebGL2

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

CornerCulling - Fast and Maximally Accurate Occlusion Culling

DiligentEngine - A modern cross-platform low-level graphics library and rendering framework

gl_cadscene_rendertechniques - OpenGL sample on various rendering approaches for typical CAD scenes

magnum - Lightweight and modular C++11 graphics middleware for games and data visualization

EveryCulling - This library integrates multiple culling methods into one library.

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

sokol - minimal cross-platform standalone C headers

The-Forge - The Forge Cross-Platform Rendering Framework PC Windows, Steamdeck (native), Ray Tracing, macOS / iOS, Android, XBOX, PS4, PS5, Switch, Quest 2

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

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