Displaying 1 to 20 from 135 results

lwjgl3 - LWJGL is a Java library that enables cross-platform access to popular native APIs useful in the development of graphics (OpenGL), audio (OpenAL) and parallel computing (OpenCL) applications

  •    Kotlin

LWJGL (https://www.lwjgl.org) is a Java library that enables cross-platform access to popular native APIs useful in the development of graphics (OpenGL/Vulkan), audio (OpenAL) and parallel computing (OpenCL) applications. This access is direct and high-performance, yet also wrapped in a type-safe and user-friendly layer, appropriate for the Java ecosystem.LWJGL is an enabling technology and provides low-level access. It is not a framework and does not provide higher-level utilities than what the native libraries expose. As such, novice programmers are encouraged to try one of the frameworks or game engines that make use of LWJGL, before working directly with the library.

Intrinsic - Intrinsic is a Vulkan based cross-platform game and rendering engine

  •    C++

NOTE: I'm working on this project in my sparetime and thus the development activity might vary from time to time. This project is not abandoned and I'm certainly planning to continue working on it in the future. Intrinsic is a Vulkan based cross-platform game and rendering engine. The project is currently in an early stage of development.

awesome-vulkan - Awesome Vulkan ecosystem


A curated list of awesome Vulkan libraries, debuggers and resources. Inspired by awesome-opengl and other awesome-... stuff. This work is licensed under a Creative Commons Attribution 4.0 International License.

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. http://airmech.com/ AirMech is a free-to-play futuristic action real-time strategy video game developed and published by Carbon Games.

xenia - Xbox 360 Emulator Research Project

  •    C++

Xenia is an experimental emulator for the Xbox 360. For more information see the main xenia website. Come chat with us about emulator-related topics on Discord. For developer chat join #dev but stay on topic. Lurking is fine. Please check the frequently asked questions page before asking questions. We've got jobs/lives/etc, so don't expect instant answers.

filament - Filament is a real-time physically based rendering engine for Android, Windows, Linux and macOS

  •    C++

Filament is a real-time physically based rendering engine for Android, Linux, macOS and Windows. This rendering engine was designed to be as small as possible and as efficient as possible on Android. Filament is currently used in the Sceneform library both at runtime on Android devices and as the renderer inside the Android Studio plugin.

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.

vulkano - Safe and rich Rust wrapper around the Vulkan API

  •    Rust

See also vulkano.rs. 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.

glfw - A multi-platform library for OpenGL, OpenGL ES, Vulkan, window and input

  •    C

GLFW is an Open Source, multi-platform library for OpenGL, OpenGL ES and Vulkan application development. It provides a simple, platform-independent API for creating windows, contexts and surfaces, reading input, handling events, etc. GLFW natively supports Windows, macOS and Linux and other Unix-like systems. Experimental implementations for the Wayland protocol and the Mir display server are available but not yet officially supported.

dxvk - Vulkan-based D3D11 and D3D10 implementation for Linux / Wine

  •    C++

A Vulkan-based translation layer for Direct3D 10/11 which allows running 3D applications on Linux using Wine. For the current status of the project, please refer to the project wiki.

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.

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).

GamePlay - Open-source, cross-platform, C++ game engine for creating 2D/3D games.

  •    C++

GamePlay is an open-source, cross-platform, C++ game framework/engine for creating 2D/3D mobile and desktop games. Open-source under Apache 2.0 license.

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.

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.

MangoHud - A Vulkan and OpenGL overlay for monitoring FPS, temperatures, CPU/GPU load and more

  •    C

A Vulkan and OpenGL overlay for monitoring FPS, temperatures, CPU/GPU load and more. Once done, proceed to the installation.


  •    CSharp

Silk.NET is your one-stop-shop for high-speed .NET multimedia, graphics, and compute; providing bindings to popular low-level APIs such as OpenGL, OpenCL, OpenAL, OpenXR, GLFW, SDL, Vulkan, Assimp, and DirectX. Silk.NET works on any .NET Standard 2.0 compliant platform, including .NET 5.0, Xamarin, .NET Framework 4.6.1+, and .NET Core 2.0+.

rendy - State of the art "build your own engine" kit powered by gfx-hal

  •    Rust

A rendering engine based on gfx-hal, which mimics the Vulkan API. Most importantly rendy features safer API by checking important states and invariants. It checks invariants statically using marker types and dynamically with stored values.

VkFFT - Vulkan/CUDA/HIP/OpenCL Fast Fourier Transform library

  •    C++

VkFFT is an efficient GPU-accelerated multidimensional Fast Fourier Transform library for Vulkan/CUDA/HIP/OpenCL projects. VkFFT aims to provide the community with an open-source alternative to Nvidia's cuFFT library while achieving better performance. VkFFT is written in C language and supports Vulkan, CUDA, HIP and OpenCL as backends. Vulkan version: Include the vkFFT.h file and glslang compiler. Provide the library with correctly chosen VKFFT_BACKEND definition (VKFFT_BACKEND=0 for Vulkan). Sample CMakeLists.txt file configures project based on Vulkan_FFT.cpp file, which contains examples on how to use VkFFT to perform FFT, iFFT and convolution calculations, use zero padding, multiple feature/batch convolutions, C2C FFTs of big systems, R2C/C2R transforms, R2R DCT-II, III and IV, double precision FFTs, half precision FFTs. For single and double precision, Vulkan 1.0 is required. For half precision, Vulkan 1.1 is required.

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.

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