three-mesh-bvh VS EspNowFloodingMesh

Compare three-mesh-bvh vs EspNowFloodingMesh and see what are their differences.

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three-mesh-bvh EspNowFloodingMesh
5 2
2,277 61
- -
9.5 0.0
3 days ago about 3 years ago
JavaScript JavaScript
MIT License Mozilla Public License 2.0
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.

three-mesh-bvh

Posts with mentions or reviews of three-mesh-bvh. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2023-03-11.
  • Procedural CAD Modelling tools for WebGL
    3 projects | /r/proceduralgeneration | 11 Mar 2023
    the default one ( with the sop/boolean node ) uses https://github.com/gkjohnson/three-mesh-bvh, which is very stable already.
  • Checking a mesh is inside another mesh
    1 project | /r/threejs | 30 May 2022
    Have you tried using https://github.com/gkjohnson/three-mesh-bvh ? That may give you some easier collision detection tools.
  • Super Soldier Battle Game - Three.js - AWS Serverless
    1 project | /r/threejs | 28 Mar 2022
    The game is currently unplayable for me (10fps) and I can run Witcher 3, so I definitely should be able to run this. You need to do some heavy optimizations. Looking at the console, while there is a high amount of time spent on rendering, over half the frame is spent on raycasting. You have to either reduce the amount of raycasters in your game, reduce the number of objects raycast against, divide meshes into smaller chunks (default raycast loops through entire geometry, so highpoly large meshes are really bad for you) and/or use BVH to speed up raycasting https://github.com/gkjohnson/three-mesh-bvh
  • FPS-style controls with a large GLB model loaded
    1 project | /r/threejs | 2 Feb 2022
    There is a different raycast method, not too hard to implement and that probably will run a lot better https://github.com/gkjohnson/three-mesh-bvh
  • Raycaster is lagging/superslow on mouse move event
    3 projects | /r/threejs | 3 May 2021
    or trying https://github.com/gkjohnson/three-mesh-bvh

EspNowFloodingMesh

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

What are some alternatives?

When comparing three-mesh-bvh and EspNowFloodingMesh you can also consider the following projects:

drei - 🥉 useful helpers for react-three-fiber

VideoCall-ReactJS-WebRTC - This repo demonstrate a simple React app which uses WebRTC for video calling.

THREE.js-PathTracing-Renderer - Real-time PathTracing with global illumination and progressive rendering, all on top of the Three.js WebGL framework. Click here for Live Demo: https://erichlof.github.io/THREE.js-PathTracing-Renderer/Geometry_Showcase.html

NectarJS - 🔱 Javascript's God Mode. No VM. No Bytecode. No GC. Just native binaries.

3DTilesRendererJS - Renderer for 3D Tiles in Javascript using three.js

johnny-five - JavaScript Robotics and IoT programming framework, developed at Bocoup.

three-typescript-webpack-starter - A starter project for using Three.js, TypeScript, SCSS and Webpack.

three.js - JavaScript 3D Library.

THREE-CSGMesh - Conversion of a CSG library for use with modern THREE.js

aframe-extras - Add-ons and helpers for A-Frame VR.

three-bvh-csg - A flexible, memory compact, fast and dynamic CSG implementation on top of three-mesh-bvh

WebXR-games - Curated list of cool WebXR Games & Experiences