The-Forge - The Forge Cross-Platform Rendering Framework PC, Linux, Ray Tracing, macOS / iOS, Android, XBOX, PS4

  •        281

The intended usage of The Forge is to enable developers to quickly build their own game engines. The Forge can provide the rendering layer for custom next-gen game engines. Added a unified input system based on Gainput to all platforms ( The new input system substantially simplified input management on the application level over all platforms. We also simplified the camera controller. Added also new VirtualJoystick class in UI.



Related Projects

Fiber2D - Cross-platform 2D Game Engine in pure Swift

  •    Swift

This project originated as cocos2d-objc rewrite to Swift. As I stopped commiting to the repo since June, because Obj-C is dead for me. This is still in a very alpha state, but you already can build some games with it, even though it may be unpleasant process as I change API almost every day. The project served as .dylib (.so on Linux/Android) that builds by Swift Package Manager. It requires some project config in order to use it, but you can experiment with the demo provided in the repo. Generally the project should be considered unstable and most of the API is likely to be changed.

renderdoc - RenderDoc is a stand-alone graphics debugging tool.

  •    C++

RenderDoc is a frame-capture based graphics debugger, currently available for Vulkan, D3D11, D3D12, OpenGL, and OpenGL ES development on Windows 7 - 10, Linux, and Android. It is completely open-source under the MIT license. If you have any questions, suggestions or problems or you can create an issue here on github, email me directly or come into IRC to discuss it.


  •    C++

[2017/11/12] - Added simple tessellation shader sample. Fixed misc issues with pipeline setup for tessellation. [2017/11/10] - Added ChessSet demo. Added geometry shader sample. Fixes to depth stencil handling. [2017/11/10] - Added TexturedCube sample. Updated depth attachment handling on swapchain render pass. Switched out lc_image for stb_image. Added DXC shader build script. [2017/05/27] - Fixed some annoying buffer state transitions. Added build script for shaders. Updated shader naming convention to be more exact. Added OpaqueArgs and PassingArrays for investigation. [2017/05/20] - Updated Append/Consume sample for Vulkan. Requires latest glslang. ConstantBuffer also works for both platforms. [2017/05/13] - Added Linux support. Moved to project files to cmake. Moved glsl shaders to glsl sub directory - forcing HLSL for now. [2017/04/30] - Clarified shader usage in some sample programs to point out which source they're coming from. [2017/04/27] - Added ConstantBuffer sample (D3D12 only for now). Updated Vulkan samples to use negative viewport height. [2017/04/25] - Updated SimpleCompute and StructuredBuffer to work on Vulkan. [2017/04/24] - Added compute samples (D3D12 only for now). One for simple compute and another for structured buffers.

Vulkan-Hpp - Open-Source Vulkan C++ API

  •    C++

The goal of the Vulkan-Hpp is to provide header only C++ bindings for the Vulkan C API to improve the developers Vulkan experience without introducing CPU runtime cost. It adds features like type safety for enums and bitfields, STL container support, exceptions and simple enumerations. Vulkan-Hpp is part of the LunarG Vulkan SDK since version 1.0.24. Just #include <vulkan/vulkan.hpp> and you're ready to use the C++ bindings. If you're using a Vulkan version not yet supported by the Vulkan SDK you can find the latest version of the header here.

BansheeEngine - Modern C++14 game engine with Vulkan support, fully featured editor and C# scripting

  •    CSharp

Banshee is a high-quality and modern game development toolkit. It provides a high-performance, multi-threaded game engine written in C++14. The engine includes math and utility libraries, Vulkan, DirectX 11 and OpenGL support, handles common tasks such as input, GUI, physics, audio, animation and scripting, and supports many popular resource formats (e.g. FBX, PNG, PSD, TTF, OGG, WAV).

DiligentEngine - Master repository for Diligent Engine project

  •    C++

Diligent Engine is a lightweight cross-platform abstraction layer between the application and the platform-specific graphics API designed to take advantages of next-generation APIs such as Direct3D12 and Vulkan, while providing support for older platforms via Direct3D11, OpenGL and OpenGLES. Diligent Engine exposes common front-end for all supported platforms and provides interoperability with underlying native API. Shader source code converter allows HLSL shaders to be used on all supported platforms and rendering backends. The engine is intended to be used as a graphics subsystem in a game engine or any other 3D application, and supports integration with Unity. Diligent Engine is distributed under Apache 2.0 license and is free to use. Alternatively, you can get master repository fisrt, and then individually clone all submodules into the engine's root folder.

vulkan - Vulkan API bindings for Go programming language

  •    Go

Package vulkan provides Go bindings for Vulkan — a low-overhead, cross-platform 3D graphics and compute API. Updated October 13, 2018 — Vulkan 1.1.88. Vulkan API is the result of 18 months in an intense collaboration between leading hardware, game engine and platform vendors, built on significant contributions from multiple Khronos members. Vulkan is designed for portability across multiple platforms with desktop and mobile GPU architectures.

bsf - Modern C++14 library for the development of real-time graphical applications

  •    C++

bs::framework is a C++ library that aims to provide a unified foundation for the development of real-time graphical applications, whether games, engines or tools. Current feature-set includes a wide range of high level systems, ranging from math and utility libraries, to a physically based renderer backed by Vulkan, DirectX or OpenGL, all the way to input, GUI, physics, audio, animation and scripting systems, with asset support for most popular resource formats.

vulkan_minimal_compute - Minimal Example of Using Vulkan for Compute Operations. Only ~400LOC.

  •    C++

This is a simple demo that demonstrates how to use Vulkan for compute operations only. In other words, this demo does nothing related to graphics, and only uses Vulkan to execute some computation on the GPU. For this demo, Vulkan is used to render the Mandelbrot set on the GPU. The demo is very simple, and is only ~400LOC. The code is heavily commented, so it should be useful for people interested in learning Vulkan. The application launches a compute shader that renders the mandelbrot set, by rendering it into a storage buffer. The storage buffer is then read from the GPU, and saved as .png. Check the source code comments for further info.

AMDVLK - AMD Open Source Driver For Vulkan

  •    Python

The AMD Open Source Driver for Vulkan® is an open-source Vulkan driver for Radeon™ graphics adapters on Linux®. It is built on top of AMD's Platform Abstraction Library (PAL), a shared component that is designed to encapsulate certain hardware and OS-specific programming details for many of AMD's 3D and compute drivers. Leveraging PAL can help provide a consistent experience across platforms, including support for recently released GPUs and compatibility with AMD developer tools. Shaders that compose a particular VkPipeline object are compiled as a single entity using the LLVM-Based Pipeline Compiler (LLPC) library. LLPC builds on LLVM's existing shader compilation infrastructure for AMD GPUs to generate code objects compatible with PAL's pipeline ABI. Notably, AMD's closed-source Vulkan driver currently uses a different pipeline compiler, which is the major difference between AMD's open-source and closed-source Vulkan drivers.

Vulkan-Docs - The Vulkan API Specification and related tools

  •    Python

This repository contains formal documentation of the Vulkan API. This includes the Specification of the Vulkan API, including extensions; the reference (“man”) pages; the XML API Registry; header files; and related tools and scripts. The authoritative public repository is located at . Issues, proposed fixes for issues, and other suggested changes should be created using Github.

vulkano - Safe and rich Rust wrapper around the Vulkan API

  •    Rust

See also Vulkano is a Rust wrapper around the Vulkan graphics API. It follows the Rust philosophy, which is that as long as you don't use unsafe code you shouldn't be able to trigger any undefined behavior. In the case of Vulkan, this means that non-unsafe code should always conform to valid API usage.

VkHLF - Experimental High Level Framework for Vulkan

  •    C++

VkHLF is an experimental high level abstraction library on top of Vulkan. It adds features like transparent suballocation, resource tracking on the CPU & GPU and simplified resource creation while staying as close as possible to the original Vulkan API. In contrast to Vulkan-Hpp, which was carefully designed to be a zero-overhead C++ abstraction for Vulkan, this library adds significant higher-level functionality. Even so, it has been designed for high-performance, but it can cost performance relative to native Vulkan if not employed with the intended usage patterns. All handles and structs which hold handles have been replicated in the vkhlf namespace. For the other structs we simply use Vulkan-Hpp C++ bindings.

Vulkan-Guide - One stop shop for getting started with the Vulkan API

  •    Makefile

The Vulkan Guide is designed to help developers get up and going with the world of Vulkan. It is aimed to be a light read that leads to many other useful links depending on what a developer is looking for. All information is intended to help better fill the gaps about the many nuances of Vulkan.

gfx - A high-performance, bindless graphics API for Rust.

  •    Rust

This runs the quad example using the Vulkan backend, and then the compute example using the DirectX 12 backend. These examples assume that necessary dependencies for the graphics backend are already installed. For more information about installation and usage, refer to the Getting Started guide.

node-vulkan - Vulkan for JavaScript

  •    C++

This is a Vulkan API for node.js. The bindings are machine generated and provide an API to interact from JavaScript with the low-level interface of Vulkan. The API of this project strives to be as close as possible to Vulkan's original API.

IntroductionToVulkan - Source code examples for "API without Secrets: Introduction to Vulkan" tutorial

  •    C++

Tutorial presents how to create all resources necessary to use Vulkan inside our application: function pointers loading, Vulkan instance creation, physical device enumeration, logical device creation and queue set up. This lesson focuses on a swap chain creation. Swap chain enables us to display Vulkan-generated image in an application window. To display anything simple command buffers are allocated and recorded.

Vulkan - Examples and demos for the new Vulkan API

  •    C++

A comprehensive collection of open source C++ examples for Vulkan®, the new graphics and compute API from Khronos. from the root of the repository after cloning or see this for manual download.

bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library

  •    C++

Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library. AirMech is a free-to-play futuristic action real-time strategy video game developed and published by Carbon Games.

We have large collection of open source products. Follow the tags from Tag Cloud >>

Open source products are scattered around the web. Please provide information about the open source projects you own / you use. Add Projects.