limitless-engine VS Physically-based-deferred-shading

Compare limitless-engine vs Physically-based-deferred-shading and see what are their differences.

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limitless-engine Physically-based-deferred-shading
4 2
233 11
- -
9.1 0.0
about 1 month ago almost 4 years ago
C++ C++
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.

limitless-engine

Posts with mentions or reviews of limitless-engine. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2021-08-23.

Physically-based-deferred-shading

Posts with mentions or reviews of Physically-based-deferred-shading. We have used some of these posts to build our list of alternatives and similar projects.
  • What was the highlight of your education as a CS major?
    1 project | /r/csMajors | 23 Jun 2023
    Link with some videos/gifs since OP asked: https://github.com/jonaskris/Physically-based-deferred-shading
  • Project Ideas
    1 project | /r/opengl | 3 May 2021
    For my graphics project i made a physically based renderer (with deferred lighting). You use textures for metalness, roughness and color to create materials that can be lighted very realistically. It was very fun to make, but prepare to spend a lot of time working on it.

What are some alternatives?

When comparing limitless-engine and Physically-based-deferred-shading you can also consider the following projects:

ericw-tools - Quake/Hexen 2 Map compiling tools - branch of http://disenchant.net/utils

scop_vulkan - A 3D model viewer written C++20 and Vulkan

3d-game-shaders-for-beginners - 🎮 A step-by-step guide to implementing SSAO, depth of field, lighting, normal mapping, and more for your 3D game.

BunnyLOD - Cross platform GLFW based port of Stan Melax's BunnyLOD Easy Mesh Simplification

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

Multiple-Context-GLFW - Example using my utility MyContex to create Multiple OpenGL context with glfw3

Daemon - The Dæmon game engine. With some bits of ioq3 and XreaL.

chip-8 - Yet another Chip-8 interpreter, but this time with a beautiful interface 💻

OpenGL-3D-Game-Tutorial-Series - C++ OpenGL 3D Game Tutorial Series - Learn to code a Cross-Platform OpenGL 3D Game in C++ from scratch

OpenGL-Particle-Motion - This project simulates the motion of electrons and protons using Coulomb's Law. The simulation is visually represented on-screen using OpenGL.

Adria-DX11 - Graphics engine written in C++ using DirectX11

stylized_snake_game - A cross-platform desktop stylized version of snake game made from scratch in C++/OpenGL.