mtasa-blue VS open-builder

Compare mtasa-blue vs open-builder and see what are their differences.

mtasa-blue

Multi Theft Auto is a game engine that incorporates an extendable network play element into a proprietary commercial single-player game. (by multitheftauto)

open-builder

Open "Minecraft-like" game with multiplayer support and Lua scripting support for the both client and server (by Hopson97)
Our great sponsors
  • WorkOS - The modern identity platform for B2B SaaS
  • InfluxDB - Power Real-Time Data Analytics at Scale
  • SaaSHub - Software Alternatives and Reviews
mtasa-blue open-builder
5 2
1,259 689
1.8% -
9.5 1.0
about 14 hours ago about 1 year ago
C++ C++
GNU General Public License v3.0 only GNU General Public License v3.0 only
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.

mtasa-blue

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

We haven't tracked posts mentioning mtasa-blue yet.
Tracking mentions began in Dec 2020.

open-builder

Posts with mentions or reviews of open-builder. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2020-12-28.
  • Some early gameplay from my voxel game: Wanderers
    2 projects | /r/VoxelGameDev | 28 Dec 2020
    For example, in this Notch article, he discussed using trilinear interpolation to speed up noise evaluation as well as to smooth out rough parts. But I tested, and both of his problems actually came mostly from using too many noise octaves. Minecraft used 16 octaves for each noise channel, and 8 octaves for the blending noise, when just 5-6 and 2-3 would be enough. The rest of the speed problems could be solved by implementing something to skip noise evaluations when they wouldn't matter, at least above/below max/min biome height if not dynamic octave skipping. See this screenshot difference.

What are some alternatives?

When comparing mtasa-blue and open-builder you can also consider the following projects:

CLEO4 - CLEO 4 for GTA San Andreas

gta-reversed - Reversed code of GTA:SA executable (gta_sa.exe) 1.0 US

FastNoise - Fast Portable Noise Library - C# C++ C Java HLSL GLSL JavaScript Rust Go

BetterSpades - BetterSpades, an Ace of Spades client targeted at low end systems (GL/ES 1.1). Runs on your grandmother's rig!

ETS2-ATS-Sync-Helper - Sync the job list on ETS2 and ATS to play with your friends

SA-MP - A repository for making the latest SA-MP version open source

DarkflameServer - The main repository for the Darkflame Universe Server Emulator project.

LaMulanaRandomizer - Randomizer for La-Mulana Remake

PolyMC-Offline - Fork of PolyMC with offline patches for personal use.

buildcache - A build cache

Yuescript - A Moonscript dialect compiles to Lua.

AutomataMP - NieR: Automata Multiplayer Mod