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GLM Alternatives
Similar projects and alternatives to GLM
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LearnOpenGL
Code repository of all OpenGL chapters from the book and its accompanying website https://learnopengl.com
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InfluxDB
InfluxDB high-performance time series database. Collect, organize, and act on massive volumes of high-resolution data to power real-time intelligent systems.
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CodeRabbit
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bgfx
Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.
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Bullet
Bullet Physics SDK: real-time collision detection and multi-physics simulation for VR, games, visual effects, robotics, machine learning etc.
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DirectXMath
DirectXMath is an all inline SIMD C++ linear algebra library for use in games and graphics apps
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linmath.h
a lean linear math library, aimed at graphics programming. Supports vec3, vec4, mat4x4 and quaternions
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SaaSHub
SaaSHub - Software Alternatives and Reviews. SaaSHub helps you find the best software and product alternatives
GLM discussion
GLM reviews and mentions
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New Year, New Game Engine - Nikola Engine Devlog 0
As for math, that was the easiest choice as of yet. No doubt, GLM is a "gold standard" at this point. For OpenGL it is, at least. But, like with a lot of the other APIs, I decided to build a wrapper around it rather than directly reference the library in the engine's code. And for physics, well, I had not come upon that answer just yet. I did try to make my own physics logic at some point. And while it was, surprisingly, successful, I wanted more than just a simple physics layer. I wanted something more complex and, more importantly, faster than my implementation. I have not decided upon a physics library yet. But I'll cross that bridge when I come to it.
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Updates to H-1B
Closest thing I've heard:
https://github.com/g-truc/glm?tab=License-1-ov-file#readme
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Gamedev Math: Not Just A Tool But A Necessity
Not only did I understand what libraries like glm do under the hood, but it also gave me an appreciation for these kinds of libraries and just the general math of it all. Getting deeper (that's what she said) into the maths and really understanding what makes a projection matrix work the way it works was really fascinating and incredible. If I told my 15-year-old self that I would be making a math library from scratch... well, first, I would ask what the hell a math library is and then probably be amazed. I would also punch my 15-year-old self because he was a fucking moron.
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How to render TrueType Fonts in OpenGL using stb_truetype.h
For the math, I've used glm library
- Release of GLM 1.0.0
- C++23: The Next C++ Standard
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What files from glm's github do I need to add to my emscripten project?
I am a greenhorn at graphics programming. I just made an app in OpenGL with C++ that I now need to change over to a browser app with WebGL. WebGL looks pretty cool but since my app does a lot of calculations I assumed I should keep the heavier calculating parts in C++ with emscripten ( which I am also just learning ). So looking at it, it just looks like glm is the only library I seriously need for my c++ code and that seems pretty cool because it is a header only app it says. But in the github there are a lot of folders and files so I am not sure which are indispensable or not. Any advice?
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What is a file with the .i.hh extension such as myfile.i.hh used for in a C++ project?
GLM does it quite well, it has core includes then a detail folder with all the inl files that get added. https://github.com/g-truc/glm
- [Opengl] Aide: compilation et installation de GLFW
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Porting to metal?
I once ported an OpenGL code base over to Metal. For me, it was essential to do as much code sharing as possible. Because I was using the GLM library in that code base and generally found that library very useful I wanted to know whether I can use GLM with Metal. I had to do some research but it turned out it works really well, see here
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Stats
g-truc/glm is an open source project licensed under GNU General Public License v3.0 or later which is an OSI approved license.
The primary programming language of GLM is C++.