lightgl.js VS gellang

Compare lightgl.js vs gellang and see what are their differences.

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lightgl.js gellang
1 1
1,506 -
- -
10.0 -
almost 2 years ago -
JavaScript
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.
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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.

lightgl.js

Posts with mentions or reviews of lightgl.js. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2024-01-17.
  • Show HN: Shadeup – A language that makes WebGPU easier
    4 projects | news.ycombinator.com | 17 Jan 2024
    I like https://github.com/evanw/lightgl.js

    learnt from https://jamie-wong.com/2016/08/05/webgl-fluid-simulation/#im...

      the elegant lightgl.js, which is an abstraction layer on top of WebGL that makes it much nicer to work with. Unlike THREE.js, it doesn’t make any assumptions about you wanting any concept of a camera or lighting or that you’re working in 3D at all.

gellang

Posts with mentions or reviews of gellang. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2024-01-17.
  • Show HN: Shadeup – A language that makes WebGPU easier
    4 projects | news.ycombinator.com | 17 Jan 2024
    I will warn that it's mostly been rewritten at this point, but most changes haven't made it to the repo due to being held up by my current employer's legal team. Most of the code is also poorly written due to it mostly being written during half asleep/burned out state. With all the "don't judge me to hard"'s out of the way, https://gitlab.com/Cieric/gellang

    I don't currently have plans to integrate with an existing game engine, just my own. I have however considered in the past integrating with Godot, so that would be my first target if I do ever attempt it.

    I also was assuming no one would use my project professionally so the idea was to be a superset of glsl so any glsl code could be pasted into a script and be compiled without any modifications. That would aid in debugging gpu code in an actual debugger without needing to rewrite it.

    Once all the paper work is finished additional updates should start rolling out again since it would just be reviewing the new changes not everything again. Hope your expectations are in line, I'm not trying to under or over sell my project. I was just wanted to fix my own gripes with the projects of the time.

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