open-builder VS OpenRCT2

Compare open-builder vs OpenRCT2 and see what are their differences.

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open-builder OpenRCT2
2 206
689 12,865
- 1.4%
1.0 9.9
about 1 year ago 6 days 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.

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.
  • Generating vertices for non-basic blocks help (Beginner)
    1 project | /r/VoxelGameDev | 22 Aug 2022
    Another method I think I noticed (probably not, not really sure what I'm talking about) is from Hopson97's open-builder game open-builder/chunk_vertex.glsl at master · Hopson97/open-builder · GitHub where texture coords are stored in the vertex shader. Would the idea for other block types for the above method to have a 2d array of the other block types textures like doors etc? Not sure about this method cause doesn't this require a vertex buffer which the "figured out an optimization" guy says is slow. If so that doesn't seem very sustainable.
  • 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.

OpenRCT2

Posts with mentions or reviews of OpenRCT2. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2024-04-10.

What are some alternatives?

When comparing open-builder and OpenRCT2 you can also consider the following projects:

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

OpenLoco - An open source re-implementation of Chris Sawyer's Locomotion

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

OpenRGB - Open source RGB lighting control that doesn't depend on manufacturer software. Supports Windows, Linux, MacOS. Mirror of https://gitlab.com/CalcProgrammer1/OpenRGB. Releases can be found on GitLab.

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

cathook - Training Software for the game Team Fortress 2

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

spelunky-psp - Spelunky remake for Sony PSP.

Yuescript - A Moonscript dialect compiles to Lua.

OpenRA - Open Source real-time strategy game engine for early Westwood games such as Command & Conquer: Red Alert written in C# using SDL and OpenGL. Runs on Windows, Linux, *BSD and Mac OS X.

buildcache - A build cache

TrinityCore - TrinityCore Open Source MMO Framework (master = 10.2.6.54205, 3.3.5 = 3.3.5a.12340, wotlk_classic = 3.4.3.53622, cata classic = 4.4.0.54027)