ozz-animation VS EveryCulling

Compare ozz-animation vs EveryCulling and see what are their differences.

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ozz-animation EveryCulling
4 3
2,257 120
- -
5.6 3.4
6 days ago 3 months ago
C++ 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.
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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.

ozz-animation

Posts with mentions or reviews of ozz-animation. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2022-07-17.

EveryCulling

Posts with mentions or reviews of EveryCulling. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2022-01-08.
  • Introduce my in-house game engine
    4 projects | /r/gamedev | 8 Jan 2022
    And I have been trying to make game engine faster. So I implemented SW ViewFrustumCulling(https://www.ea.com/frostbite/news/culling-the-battlefield-data-oriented-design-in-practice) and SW Occlusion Culling ( Masked SW Occlusion Culling, https://www.intel.com/content/dam/develop/external/us/en/documents/masked-software-occlusion-culling.pdf ), Distance Culling from unreal engine. You can see source code at here ( https://github.com/SungJJinKang/EveryCulling )
  • I implemented Masked SW Occlusion Culling in my in-house game engine
    3 projects | /r/gamedev | 7 Jan 2022
    And Data layout is defined for multithreading. You can see at here https://github.com/SungJJinKang/EveryCulling/blob/main/DataType/EntityBlock.h. Every entities's datas is stored in this EntityBlock. EntityBlock has 16 ~ 24 entities datas. Then Each threads work on a entity block. It makes no requirement for lock to prevent data race. And It prevent false sharing because threads works on different cache line.

What are some alternatives?

When comparing ozz-animation and EveryCulling you can also consider the following projects:

OpenFBX - Lightweight open source FBX importer

rttr - C++ Reflection Library

assimp - The official Open-Asset-Importer-Library Repository. Loads 40+ 3D-file-formats into one unified and clean data structure.

DoomsEngine - Dooms Engine ( Game Engine )

The-Forge - The Forge Cross-Platform Rendering Framework PC Windows, Steamdeck (native), Ray Tracing, macOS / iOS, Android, XBOX, PS4, PS5, Switch, Quest 2

simdjson - Parsing gigabytes of JSON per second : used by Facebook/Meta Velox, the Node.js runtime, ClickHouse, WatermelonDB, Apache Doris, Milvus, StarRocks

std-simd - std::experimental::simd for GCC [ISO/IEC TS 19570:2018]

highway - Performance-portable, length-agnostic SIMD with runtime dispatch

draco - Draco is a library for compressing and decompressing 3D geometric meshes and point clouds. It is intended to improve the storage and transmission of 3D graphics.

clReflect - C++ Reflection using clang

DiligentEngine - A modern cross-platform low-level graphics library and rendering framework

gl_occlusion_culling - OpenGL sample for shader-based occlusion culling