magnum VS Open-Source Vulkan C++ API

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

Open-Source Vulkan C++ API

Open-Source Vulkan C++ API (by KhronosGroup)
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magnum Open-Source Vulkan C++ API
5 16
3,717 2,097
- 1.3%
9.7 9.2
7 days ago 9 days ago
C++ C++
GNU General Public License v3.0 or later 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.
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.

magnum

Posts with mentions or reviews of magnum. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2021-10-03.
  • Unified Shader Programming in C++
    13 projects | news.ycombinator.com | 3 Oct 2021
  • Tool for visualizing simulation
    2 projects | reddit.com/r/GraphicsProgramming | 2 Sep 2021
    I looked far and wide and here's what I got: - OpenGL: It lets me do everything I want, but I also have to start from scratch (camera matrices, input handling, shader programming, etc). - Abstractions over OpenGL ((Cinder)[https://libcinder.org/] and (Magnum)[https://magnum.graphics/]): Easier to use when compared to pure OpenGL, but they still require a considerable amount of manual work to get them to show hair strands on screen. - Game engines: I still haven't tried any, but my concern is whether or not they would let me use my own code to do all the simulation (collision detection, movement computation, etc).
  • Looking for code only game engine
    4 projects | reddit.com/r/opengl | 29 Mar 2021
    Try Magnum, it provides all you need for bootstrapping a game in modern C++: https://magnum.graphics
  • Hitting a wall: the importance of learning without a game engine
    2 projects | reddit.com/r/gameenginedevs | 26 Mar 2021
    Magnum graphics is a pretty neat GL/Vk wrapper for abstracting away some of the graphics boilerplate. Using it now and while I do sometimes miss writing GL directly, it keeps my code cleaner than it otherwise would be if I were allowed to write it all from scratch :P
  • Best Vulkan wrapper / low-level graphics library?
    4 projects | reddit.com/r/GraphicsProgramming | 9 Feb 2021
    (Sorry for a self-promo, hope that's fine.) If you don't mind being an early adopter and use something that's still undergoing heavy development and is not complete yet, I'm building a low-level Vulkan wrapper in Magnum. If you aren't familiar with Magnum yet, it's a C++11 library that has (among other things) a thin OpenGL/GLES/WebGL wrapper that removes the platform-specific extension hell and most of the boilerplate while still allowing you to work with the raw APIs if you need ... and the same is now being done for Vulkan.

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.
  • VULKAN_HPP_NO_CONSTRUCTORS not working?
    1 project | reddit.com/r/vulkan | 22 Jul 2021
  • How are the raii wrappers different from the Unique versions?
    4 projects | reddit.com/r/vulkan | 14 May 2021
    https://github.com/KhronosGroup/Vulkan-Hpp/issues/926#issuecomment-810979142
    4 projects | reddit.com/r/vulkan | 14 May 2021
    Really?
    4 projects | reddit.com/r/vulkan | 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 | reddit.com/r/vulkan | 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 | reddit.com/r/vulkan | 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 | reddit.com/r/vulkan | 1 May 2021
  • A Simple C++ Helper Library For Vulkan
    2 projects | reddit.com/r/vulkan | 20 Apr 2021
    May I ask if you know about https://github.com/KhronosGroup/Vulkan-Hpp ?
  • There is a simple draw PNG example?
    2 projects | reddit.com/r/vulkan | 6 Mar 2021
    I've been trying to introduce myself with Vulkan (using https://github.com/KhronosGroup/Vulkan-Hpp) 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 | reddit.com/r/vulkan | 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 magnum and Open-Source Vulkan C++ API you can also consider the following projects:

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

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

OpenSceneGraph - OpenSceneGraph git repository

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

OpenVDB - OpenVDB - Sparse volume data structure and tools

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

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

OpenSubdiv - An Open-Source subdivision surface library.

Irrlicht - An automatically updated mirror of the Irrlicht SVN repository on sourceforge