rttr VS EveryCulling

Compare rttr vs EveryCulling and see what are their differences.

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rttr EveryCulling
2 3
2,979 120
2.0% -
0.0 3.4
1 day ago 3 months ago
C++ C++
MIT License MIT License
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.

rttr

Posts with mentions or reviews of rttr. 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
    I think this library is really nice. Because it doesn't require bothersome macros like this library https://github.com/rttrorg/rttr.
  • Is RTTR still being actively developed?
    2 projects | /r/cpp | 28 Jun 2021
    Does anybody know if the RTTR library is still being actively developed? The Github repository hasn't seen any activity in over a year and a half: https://github.com/rttrorg/rttr

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 rttr and EveryCulling you can also consider the following projects:

Magic Enum C++ - Static reflection for enums (to string, from string, iteration) for modern C++, work with any enum type without any macro or boilerplate code

ozz-animation - Open source c++ skeletal animation library and toolset

Refureku - Cross-platform C++17 Runtime Reflection Library

DoomsEngine - Dooms Engine ( Game Engine )

cista - Cista is a simple, high-performance, zero-copy C++ serialization & reflection library.

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

rttr - C++ Reflection Library

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

quackle - Quackle crossword game artificial intelligence and analysis tool

clReflect - C++ Reflection using clang

Justinbobia - The Configurable Math Library

gl_occlusion_culling - OpenGL sample for shader-based occlusion culling