ozz-animation
EveryCulling
Our great sponsors
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 |
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.
ozz-animation
-
How are rust devs doing?
I really like the C++ ozz-animation library, and Rust doesn't have a good answer for it (yet! work is being done) It has a really great compressed animation data format that again is good for the web It also has a great runtime library for distributing animation calculations across separate cores
-
What is a good absolutely minimalist game/rendering engine?
I'm not sure that even Sokol has animation support built in. The animation sample appears to use OZZ Animation, which could probably be used with the other rendering libraries too.
-
Looking for help loading ASSIMP scenes with skinned meshes and animated bones correctly
http://guillaumeblanc.github.io/ozz-animation/ for animations
-
Good resources for learning how to implement skeletal animation?
On the otherhand, if I was going to pull in some code/an existing animation system, I have been interested in messing with https://github.com/guillaumeblanc/ozz-animation. It is pretty cool. There is a separate runtime/engine code from whatever editor/asset management you use. I've been toying with the idea of maybe pulling it into Jedi Academy.
EveryCulling
-
Introduce my in-house game engine
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
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?
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