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Top 13 C++ D3d11 Projects
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bgfx
Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.
Project mention: Bgfx: Cross-platform, graphics API agnostic rendering library | news.ycombinator.com | 2025-01-08 -
InfluxDB
InfluxDB – Built for High-Performance Time Series Workloads. InfluxDB 3 OSS is now GA. Transform, enrich, and act on time series data directly in the database. Automate critical tasks and eliminate the need to move data externally. Download now.
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I think this should cover it.
https://github.com/doitsujin/dxvk
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Project mention: Ask HN: What are good high information density UIs (screenshots, apps, sites) | news.ycombinator.com | 2025-05-08
Tracy [1] is the first thing that comes to my mind, then RenderDoc [2].
After that Visual Studio while debugging. In general, I think graphical debuggers and profiling tools do a relatively good job of packing lots of information into many, small windows.
[1] https://github.com/wolfpld/tracy
[2] https://github.com/baldurk/renderdoc
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xray-16
Improved version of the X-Ray Engine, the game engine used in the world-famous S.T.A.L.K.E.R. game series by GSC Game World. Join OpenXRay! ;)
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LLGL
Low Level Graphics Library (LLGL) is a thin abstraction layer for the modern graphics APIs OpenGL, Direct3D, Vulkan, and Metal
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ShaderConductor
ShaderConductor is a tool designed for cross-compiling HLSL to other shading languages
I think this is the way forward for shading languages.
I'm writing a simple renderer with an OpenGL, Metal and Vulkan backend. I avoid using any shader transpiler such as Microsoft's ShaderConductor [0], as this adds a huge dependency to the project. As a hacky solution I'm simply maintaining a copy for each shading language (Metal Shading Language, GLSL, etc.). For a focused non-gaming project that seems easier.
However, having a compiler that compiles a subset of the programming language I'm using for a project (such as Rust or C++) to the individual shading languages, sounds amazing, and would make shader writing when not using a game engine more joyful.
[0] https://github.com/microsoft/ShaderConductor
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Nikola
A cross-platform framework for window creation, input handling, and rendering using OpenGL 4.5+ (by FrodoAlaska)
Currently, as I'm sure you can tell, the engine is still in its infant state. It can do a lot. Currently, it can open a window, accept input, render pixels, load models, and images, and render them even. But there is still a long way to go. For example, audio and fonts are still not fully implemented. While things like entities are not even a thing yet. However, if you are interested, I do have some interesting showcases on my website. You can also go to the engine's repo to check the code for yourself if you are interested.
C++ D3d11 discussion
C++ D3d11 related posts
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Whisky is no longer actively maintained
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DXVK 2.4 with DX8 support added
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Elbrus-8S
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Nintendo Network shutdown – The beginning of the end
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Jagged edges on everything, regardless of AA settings
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Game crashes within 10 seconds of launching unless I reinstall from scratch
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For Artwork Creators: How to make a proper fog of war?
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Index
What are some of the best open-source D3d11 projects in C++? This list will help you:
# | Project | Stars |
---|---|---|
1 | bgfx | 15,697 |
2 | dxvk | 14,638 |
3 | renderdoc | 9,609 |
4 | reshade | 4,520 |
5 | xray-16 | 3,206 |
6 | apitrace | 2,712 |
7 | LLGL | 2,277 |
8 | KlayGE | 2,137 |
9 | ShaderConductor | 1,806 |
10 | DiligentCore | 667 |
11 | OGSR-Engine | 515 |
12 | Reshade-Unlocked | 104 |
13 | Nikola | 2 |