Irrlicht VS Open-Source Vulkan C++ API

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


An automatically updated mirror of the Irrlicht SVN repository on sourceforge (by zaki)

Open-Source Vulkan C++ API

Open-Source Vulkan C++ API (by KhronosGroup)
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Irrlicht Open-Source Vulkan C++ API
1 16
395 2,097
- 1.3%
0.0 9.2
about 2 years ago 7 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.
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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.


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

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 2021-05-14.
    1 project | | 22 Jul 2021
  • How are the raii wrappers different from the Unique versions?
    4 projects | | 14 May 2021
    4 projects | | 14 May 2021
    4 projects | | 14 May 2021
    The github doc says that there's an overhead to the Unique types since they must store allocation callbacks. Is that true for the RAII types too? which approach is better? What do I use?
    4 projects | | 14 May 2021
    There is nothing that requires doing any sort of RAII types. Personally, having each object be able to delete itself by keeping track of what created it so it can call a Vulkan destroy method doesn't really gain me anything. When I am dealing with an explicit API like this, I am really ok with being explicit about when I am done with a resource and it can be freed. These wrappers can also get you into trouble like this. On the off chance that I do somehow not free a resource when I am done with it, that is likely a hint at a bigger issue with my code that these sort of utilities will clean up and hide from the resource tracker in the validation layers.
  • How do you design / structure your Vulkan applications?
    2 projects | | 1 May 2021
    I'm waiting for the vulkan_raii.hpp to come as part of the SDK by default, do you plan to move to that when it does or stick to your classes?
    2 projects | | 1 May 2021
  • A Simple C++ Helper Library For Vulkan
    2 projects | | 20 Apr 2021
    May I ask if you know about ?
  • There is a simple draw PNG example?
    2 projects | | 6 Mar 2021
    I've been trying to introduce myself with Vulkan (using because I want to learn something new, and I've been trying to load a PNG to draw it with Vulkan, but it is harder than I thought.
  • How to use the new "vulkan_raii.hpp" header?
    2 projects | | 28 Feb 2021
    While browsing through Khronos Groups Vulkan-HPP repository, I stumbled across the header file vulkan_raii.hpp accompanied by some RAII examples, which show how Vulkan objects can be wrapped in smart pointers.

What are some alternatives?

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

urho3d - Cross-platform 2D and 3D game engine

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

OpenVDB - OpenVDB - Sparse volume data structure and tools

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

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

OpenSubdiv - An Open-Source subdivision surface library.

OpenSceneGraph - OpenSceneGraph git repository

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

DirectXTK - The DirectX Tool Kit (aka DirectXTK) is a collection of helper classes for writing DirectX 11.x code in C++