lodtree VS voxel-planets

Compare lodtree vs voxel-planets and see what are their differences.

lodtree

A simple rust library to help create octrees and quadtrees for chunked level of detail (by Dimev)

voxel-planets

Generation of planets with dynamic terrain (by josebasierra)
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lodtree voxel-planets
2 2
16 94
- -
0.0 0.0
11 months ago over 2 years ago
Rust 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.

lodtree

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

voxel-planets

Posts with mentions or reviews of voxel-planets. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2022-06-05.

What are some alternatives?

When comparing lodtree and voxel-planets you can also consider the following projects:

godot-lod - Level of detail (LOD) add-on for Godot 3.x (GLES3 and GLES2)

ecs - Elastic Common Schema

UnityOctree - A dynamic, loose octree implementation for Unity written in C#

ecs - LeoECS is a fast Entity Component System (ECS) Framework powered by C# with optional integration to Unity

quadtree-js - A lightweight quadtree implementation for javascript

Svelto.ECS - Svelto ECS C# Entity Component System

GodotMono-InfiniteTerrain

Entitas - Entitas is a super fast Entity Component System (ECS) Framework specifically made for C# and Unity

drl_grasping - Deep Reinforcement Learning for Robotic Grasping from Octrees

quadim - High-performance Quadtree image compression/stylization, 100+FPS on modern computers and avoiding ugly non-squares 💢