herebedragons alternatives and similar libraries
Based on the "Graphics" category.
Alternatively, view herebedragons alternatives based on common mentions on social networks and blogs.
9.4 8.8 L2 herebedragons VS GLFWA multi-platform library for OpenGL, OpenGL ES, Vulkan, window and input
8.7 8.5 L1 herebedragons VS SkiaSkia is a complete 2D graphic library for drawing Text, Geometries, and Images.
7.3 8.0 herebedragons VS DirectXTKThe DirectX Tool Kit (aka DirectXTK) is a collection of helper classes for writing DirectX 11.x code in C++
7.1 9.0 L1 herebedragons VS Open-Source Vulkan C++ APIOpen-Source Vulkan C++ API
4.9 2.7 herebedragons VS glbindingA C++ binding for the OpenGL API, generated using the gl.xml specification.
4.4 6.0 herebedragons VS PartioC++ (with python bindings) library for easily reading/writing/manipulating common animation particle formats such as PDB, BGEO, PTC. See the discussion group @ http://groups.google.com/group/partio-discuss
* Code Quality Rankings and insights are calculated and provided by Lumnify.
They vary from L1 to L5 with "L5" being the highest.
Do you think we are missing an alternative of herebedragons or a related project?
Here be dragons
Hic sunt dracones.
This repository contains multiple implementations of the same 3D scene, using different APIs and frameworks on various platforms. The goal is to provide a comparison between multiple rendering methods. This is inherently biased due to the variety of algorithms used and available CPU/GPU configurations, but can hopefully still provide interesting insights on 3D rendering. You can check a video of all current versions runnning here (Youtube)
The following versions are currently available:
- Blender Cycles
- Ptah (a custom real-time renderer, see the Github page)
- Nintendo DS
- Nintendo Game Boy Advance
- PlayStation 2
The following versions are (tentatively) planned:
- DirectX (11 or 12), OpenGL ES
- other console hardwares
- another raytracing approach
In the directory of each version, one can find the source code, the corresponding resources (as each method has its own format/quality constraints), along with a readme describing the method and a few examples.
The scene is composed of four main elements:
- a plane representing the ground, with a pavement texture.
- a dragon (the Stanford dragon).
- a monkey head ('Suzanne') rotating around its vertical axis.
- a skybox surrounding the scene, textured with a cloudy sky.
Additionally, the sun is simulated by using a directional light, and the camera should be able to rotate around the scene.
The initial 3D models and textures are contained in the
Here you can find implementations using some of the above APIs combined with other programming languages, submitted by awesome people!