VulkanSceneGraph
misc
VulkanSceneGraph | misc | |
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7 | 8 | |
1,175 | 273 | |
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9.8 | 5.8 | |
4 days ago | 5 months ago | |
C++ | C | |
MIT License | - |
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VulkanSceneGraph
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Vulkan all the way: Transitioning to a modern low-level graphics API in academia
I have not used this, but heard good things about Vulkan Scene Graph. https://github.com/vsg-dev/VulkanSceneGraph Like Open Scene Graph, it's more than just a scene graph. It provides math and geometry among other abstractions for computer graphics.
- Vulkan Scene Graph. The Open Scene Graph Successor
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Beginner question: Is Vulkan like OpenGL except more focused on concurrency?
In fact, there is now a VulkanSceneGraph ( https://github.com/vsg-dev/VulkanSceneGraph ) from the authors of OpenSceneGraph that does exactly what OSG does, but atop Vulkan. Not everything is identical between VSG and OSG, but VSG is definitely a next-generation OSG written atop Vulkan. It addresses many of the limiting design decisions that held OSG back, and is significantly faster than OSG even ignoring the speedup of Vulkan's own efficiencies.
- The current state of GPU API's and why I wish V-EZ hadn't died.
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Cross-platform 3D engine recommendation
If I were starting from scratch I'd go with VulkanSceneGraph though https://github.com/vsg-dev/VulkanSceneGraph
- Examples of good Vulkan code organization and abstractions?
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Visualization Libraries On Top Of Vulkan
Perhaps https://github.com/vsg-dev/VulkanSceneGraph will be of some interest.
misc
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GPU synchronization in Godot 4.3 is getting a major upgrade
Pipelines (or in general terms PSOs) are the most problematic aspect of Vulkan / DX12 - much more than synchronization! Large parts of the gamedev industry seems to recognize all the performance issues with pipelines and therefore companies are experimenting with newer models like the VK_EXT_shader_object extension ("Vulkan without Pipelines": https://www.khronos.org/blog/you-can-use-vulkan-without-pipe...).
I've written a detailed comment about this before here (https://news.ycombinator.com/item?id=37843946#37845431) but for a much more comprehensive explanation by an engineer from Nintendo read the initial proposal for the VK_EXT_shader_object extension: https://github.com/KhronosGroup/Vulkan-Docs/blob/main/propos...).
There's also Casey Muratori's mail to the Vulkan advisory on 2015 that basically predicts this whole clusterfuck would happen: https://github.com/cmuratori/misc/blob/main/vulkan_dynamic_s...
- “Clean Code, Horrible Performance” Discussion Part 2 (Final)
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The Clean Code Debacle and Rhetoric Tricks - Casey Muratori vs Mr "Uncle Bob" Martin
I'll put the link to Casey and Uncle Bob's discussion about architecture here again. This discussion is specifically about maintainability. In it they both come up with a design for a device IO API, and argue its strengths in terms maintainability and extensibility.
- Uncle Bob's Response to Casey Muratori's Critique of Clean Code
- [A mail I wrote to the Vulkan advisory committee on Aug 4, 2015, 1:03 AM]
- The current state of GPU API's and why I wish V-EZ hadn't died.
- Reservations about the Vulkan API’s design
What are some alternatives?
The-Forge - The Forge Cross-Platform Rendering Framework PC Windows, Steamdeck (native), Ray Tracing, macOS / iOS, Android, XBOX, PS4, PS5, Switch, Quest 2
webgpu-headers
bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.
wgpu-native - Native WebGPU implementation based on wgpu-core
ultimatepp - U++ is a C++ cross-platform rapid application development framework focused on programmer's productivity. It includes a set of libraries (GUI, SQL, Network etc.), and integrated development environment (TheIDE).
wgpu - Cross-platform, safe, pure-rust graphics api.
vulkan-guide - Introductory guide to vulkan.
Lumos - Cross-Platform C++ 2D/3D game engine
DiligentEngine - A modern cross-platform low-level graphics library and rendering framework
vkd3d-proton - Fork of VKD3D. Development branches for Proton's Direct3D 12 implementation.