GLFW VS Open-Source Vulkan C++ API

Compare GLFW vs Open-Source Vulkan C++ API and see what are their differences.


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

Open-Source Vulkan C++ API

Open-Source Vulkan C++ API (by KhronosGroup)
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GLFW Open-Source Vulkan C++ API
28 16
8,189 2,061
2.0% 3.2%
8.8 9.0
3 days ago 6 days ago
C C++
zlib License Apache License 2.0
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.


Posts with mentions or reviews of GLFW. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2021-09-13.
  • [Handmade Network] How to write better (game) libraries
    Even if someone wants to use VS2008 for game development, it only took me a Google search to find which doesn't have any dependencies and a very permissive licence.
  • how do i include glfw in my code to make a window? | 2021-08-31
  • LibOS – Cross-platform OS features in C++ | 2021-08-23
    You seem to have had a similar impetus as I had 20 years ago when I created GLFW (though with a slightly different focus).
  • Is there a way to get japanese text input in raylib? | 2021-08-23
    Thanks for the detailed explanation. I'm afraid I didn't considered that use case for raylib and it would require some investigation to implement it... but raylib uses internally GLFW for desktop platforms and I've seen there is a related issue: About IME support by the browser, it should be investigated. Feel free to open an issue on raylib GitHub for further investigation!
  • Massive trouble with GLFW header inclusion. Can someone help?
    Looking at the actual code of the .h file, it looks pretty empty, and like it needs some extra files perhaps. For instance, functions are just filled with comments with some random explanations, so they are basically 1 line, which probably does nothing. Here you can take a look yourself on github.
  • Hey, I want start
    I would suggest using GLFW and Glad with C++ and use LearnOpenGL as a refrence
  • Compiling in MacOS M1 Chip (arm64) | 2021-07-22
    Now I read the logs and it seems the issue is with GLFW. I've found this:
  • Opengl(glfw) gears on termux x11 NO ROOT!! | 2021-07-19
    Clone the glfw repositiory - git clone
  • 3D Visualization with C++
    Use to get a window with an OpenGL context.
  • A better way of running Minecraft Without XWayland. Because I REALLY had nothing better to do with my life. (which is where I got some patches from) says there wasn't much upstream interest on merging the patches. But (the fix for the freezing issue) might be a good candidate for merging, though I don't know how GLFW people work, so I cannot comment on if it is properly upstreamable or not.

Open-Source Vulkan C++ API

Posts with mentions or reviews of Open-Source Vulkan C++ API. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2021-05-14.
  • VULKAN_HPP_NO_CONSTRUCTORS not working? | 2021-07-22
  • How are the raii wrappers different from the Unique versions? | 2021-05-14 | 2021-05-14
    Really? | 2021-05-14
    The github doc says that there's an overhead to the Unique types since they must store allocation callbacks. Is that true for the RAII types too? which approach is better? What do I use? | 2021-05-14
    There is nothing that requires doing any sort of RAII types. Personally, having each object be able to delete itself by keeping track of what created it so it can call a Vulkan destroy method doesn't really gain me anything. When I am dealing with an explicit API like this, I am really ok with being explicit about when I am done with a resource and it can be freed. These wrappers can also get you into trouble like this. On the off chance that I do somehow not free a resource when I am done with it, that is likely a hint at a bigger issue with my code that these sort of utilities will clean up and hide from the resource tracker in the validation layers.
  • How do you design / structure your Vulkan applications? | 2021-05-01
    I'm waiting for the vulkan_raii.hpp to come as part of the SDK by default, do you plan to move to that when it does or stick to your classes? | 2021-05-01
  • A Simple C++ Helper Library For Vulkan | 2021-04-20
    May I ask if you know about ?
  • There is a simple draw PNG example? | 2021-03-06
    I've been trying to introduce myself with Vulkan (using because I want to learn something new, and I've been trying to load a PNG to draw it with Vulkan, but it is harder than I thought.
  • How to use the new "vulkan_raii.hpp" header? | 2021-02-28
    While browsing through Khronos Groups Vulkan-HPP repository, I stumbled across the header file vulkan_raii.hpp accompanied by some RAII examples, which show how Vulkan objects can be wrapped in smart pointers.

What are some alternatives?

When comparing GLFW and Open-Source Vulkan C++ API you can also consider the following projects:

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

SDL - Simple Directmedia Layer

Skia - Skia is a complete 2D graphic library for drawing Text, Geometries, and Images.

OpenSceneGraph - OpenSceneGraph git repository

Ogre 3D - scene-oriented, flexible 3D engine (C++, Python, C#, Java)

glad - Multi-Language Vulkan/GL/GLES/EGL/GLX/WGL Loader-Generator based on the official specs.

urho3d - Cross-platform 2D and 3D game engine

OpenVDB - OpenVDB - Sparse volume data structure and tools

OpenSubdiv - An Open-Source subdivision surface library.

magnum - Lightweight and modular C++11 graphics middleware for games and data visualization