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zeux
meshoptimizer
C++2019–2026
zeux / meshoptimizer

meshoptimizer

Mesh optimization library that makes meshes smaller and faster to render

9Distinct people
10Mentions
0Explicit recommenders
8.8KGitHub stars
REPOSITORY AT A GLANCE

What to know before exploring

What it is

Mesh optimization library that makes meshes smaller and faster to render

GitHub

Where it is used

No documented product use has been verified yet.

What people are saying

No recommendation phrase was found in the indexed comments.

No classified warning is attached to this page. Read the discussions before treating silence as approval.

Also in these discussions

No other repository is repeatedly linked in the same discussions.

This week on Hacker News

Nov 7–Nov 14 UTC · Direct repository links and separately labeled related project stories. Indexed through 11/14/2026, 1:49:46 PM UTC.

No direct repository links were found in the indexed HN discussions over the past seven days. Older discussions are available below.

Mentions over time

HN mentions by year10 dated mentions

Observed mentions: 2019-01-18 19:17:40 UTC to 2026-09-30 13:52:07 UTC.

012342019-01-01 00:00:00 UTC to 2020-01-01 00:00:00 UTC (exclusive): 2 mentions; 0 submissions, 2 comments20192020-01-01 00:00:00 UTC to 2021-01-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 comments2021-01-01 00:00:00 UTC to 2022-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2022-01-01 00:00:00 UTC to 2023-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments20222023-01-01 00:00:00 UTC to 2024-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2024-01-01 00:00:00 UTC to 2025-01-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 comments2025-01-01 00:00:00 UTC to 2026-01-01 00:00:00 UTC (exclusive): 2 mentions; 0 submissions, 2 comments2026-01-01 00:00:00 UTC to 2027-01-01 00:00:00 UTC (exclusive): 4 mentions; 3 submissions, 1 comments. Incomplete calendar period.2026*

* An incomplete calendar period is marked with an outlined bar. Its count is not directly comparable with a full period.

Counts come from the repository’s dated source evidence. Index cutoff: 2026-11-02 08:16:59 UTC.

View mention counts and date ranges
UTC ranges include their start and exclude their end. Select a period to filter the source evidence.
PeriodStart (UTC)End (exclusive, UTC)MentionsSubmissionsComments
20192019-01-01 00:00:00 UTC2020-01-01 00:00:00 UTC202
20202020-01-01 00:00:00 UTC2021-01-01 00:00:00 UTC101
20212021-01-01 00:00:00 UTC2022-01-01 00:00:00 UTC000
20222022-01-01 00:00:00 UTC2023-01-01 00:00:00 UTC000
20232023-01-01 00:00:00 UTC2024-01-01 00:00:00 UTC000
20242024-01-01 00:00:00 UTC2025-01-01 00:00:00 UTC101
20252025-01-01 00:00:00 UTC2026-01-01 00:00:00 UTC202
2026 (partial)2026-01-01 00:00:00 UTC2027-01-01 00:00:00 UTC431

What Hacker News says

10 sources

Show HN: A 3D bamboo grove inspired by my childhood home

This is where I grew up. Back then, getting home meant crossing a reservoir in a wooden boat. The bamboo grove and the old house were on the other side of the water. I grew up and got used to a world of tall buildings. The things I once saw every day slowly became things I had to remember. I gave GPT-6 Astra a few photographs, and it turned them into this 3D scene. There it was again, on my screen. Of all the things I've made with AI, this might be the one I love most. One day, the real place may no longer be there. And I can no longer go back. At least here, I can look at it once more. For this, I'm grateful to AI. This is my first Three.js project, and God knows how bad the initial performance was—even my M4 Mac mini couldn't handle it. I've done a lot of optimization since. Huge thanks to meshoptimizer (https://github.com/zeux/meshopti
Read the rest
1 points · Open discussion
In godot engine we decide to do a continuous level of detail based a pixel error metric. (simplified explanation pixel-error -> based on fov -> based on floating point error of the meshopt_simplifyWithAttributes function) The 12 ish lods are automatically generated by https://github.com/zeux/meshoptimizer. https://docs.godotengine.org/en/stable/tutorials/3d/mesh_lod... We allow a hierarchical level of detail if people want to set it up.
In When to make LODs: Understanding model costs
> Making a nanite mesh is complicated, with a lot of internal offsets for linking, and so far only Unreal Engine's editor does it. meshoptimizer [1] is an OSS implementation of meshlet generation, which is what most people think of when they think of "Nanite's algorithm". Bevy, mentioned in a sibling reply, uses meshoptimizer as the generation tool. (Strictly speaking, "Nanite" is a brand name that encompasses a large collection of techniques, including meshlets, software rasterization, streaming geometry, etc. For clarity, when discussing these concepts outside of the context of the Unreal Engine specifically, I prefer to refer to individual techniques instead of the "Nanite" brand. They're really separate, even though they complement one another. For example, software rasterization can be profitably used without meshlets if your triangl
Read the rest
es are really small. Streaming geometry can be useful even if you aren't using meshlets. And so on.) [1]: https://github.com/zeux/meshoptimizer
In UE5 Nanite in WebGPU
Wow, Martini looks really interesting! I did some research about mesh simplification and had some success using https://github.com/zeux/meshoptimizer. Meshoptimizer is in c++ so I had to use the Rust wrapper https://github.com/gwihlidal/meshopt-rs and compile it to wasm. I actually opensourced this code at https://github.com/blaze33/dem2mesh, just have to use dem2mesh.png2mesh which given a png data, computes the heightmap, builds a mesh, simplifies it and return the data to javascript. (can be tricky though to deal with wasm)
In Show HN: Map33.js – a library to build 3D maps with Three.js
From the post: >One number that we haven’t moved substantially yet is the time it takes to run this code in debug using MSVC. While it’s natural to expect unoptimized builds to be slower than optimized, they have to be fast enough. Sometimes you want to debug your problem on a non-trivial input dataset. Sometimes you want to run the debug build with full checks through your tests to make sure they don’t trigger any bugs that could disappear in release. Sometimes you are trying to debug a different part of the program, but you still need to run the rest of it. The library, by the author, is https://github.com/zeux/meshoptimizer. I presume it will be used in graphics pipelines. Debug builds working at a speed that allow graphics to be tolerable by humans sounds like a good goal to have.
In Is C++ fast?

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