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Top 23 C++ DirectX Projects
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bgfx
Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.
Project mention: WebKit Switching to Skia for 2D Graphics Rendering | news.ycombinator.com | 2024-02-20 -
Project mention: Building the DirectX shader compiler better than Microsoft? | news.ycombinator.com | 2024-02-10
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WorkOS
The modern identity platform for B2B SaaS. The APIs are flexible and easy-to-use, supporting authentication, user identity, and complex enterprise features like SSO and SCIM provisioning.
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The-Forge
The Forge Cross-Platform Rendering Framework PC Windows, Steamdeck (native), Ray Tracing, macOS / iOS, Android, XBOX, PS4, PS5, Switch, Quest 2
Project mention: WebKit Switching to Skia for 2D Graphics Rendering | news.ycombinator.com | 2024-02-20 -
OGRE (MIT/C++) https://github.com/OGRECave/ogre
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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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DirectXTK
The DirectX Tool Kit (aka DirectXTK) is a collection of helper classes for writing DirectX 11.x code in C++
LoadScreenAllow= LoadScreenBlock=All Note: In cases where only loadscreens with conditions are allowed, it is possible that none will show even if no others are available. LoadScreenFilter=false LoadScreenAllow= LoadScreenBlock=All Remove all lens flare from weather records. This is done in-memory and is not persistent. DisableWeatherLensFlare=false Disable actor fade when camera intersects the body. DisableActorFade=false Disable player fade when camera intersects the body. DisablePlayerFade=false [OSD] Enable the on-screen display. Enable=false InitiallyOn=true Comma separated list of displayed stats. fps - Framerate bare_fps - Just the framerate, no formatting frametime - Frametime bare_frametime - Just the frametime, no formatting counter - Frame counter vram - Video ram usage (used / budget) * all - Everything * Note that this line does not show total amount of memory available but rather the OS allocated budget which can vary based on how much is consumed by other applications. If usage exceeds the budget, you'll likely experience stuttering. Requires DXGI 1.4. Stats related to specific drivers are configured in their respective sections. Show=fps,vram How often the OSD updates (in seconds). UpdateInterval=0.3 Keys used used to toggle the OSD. ComboKey uses built-in constants, ToggleKey is a DX scan code (https://www.creationkit.com/index.php?title=Input\_Script) ComboKey: 1 - Left Shift 2 - Right Shift 3 - Left Control 4 - Right Control 5 - Left Alt 6 - Right Alt 7 - Left Win 8 - Right Win ComboKey=1 and ToggleKey=0xD2 is Left Shift + Insert ComboKey=1 ToggleKey=0xD2 Align the OSD. 1 - Top Left 2 - Top Right 3 - Bottom Left 4 - Bottom Right Align=1 OSD position offset (X Y). Offset=4 4 Font scale (X Y) Omit Y for uniform scaling Scale=1.0 0.9 Adjust font scale based on amount of lines drawn. AutoScale=true Scale font size based on window size. Size remains constant when resolution to window size ratio != 1, for example when playing at non-native resolutions. ScaleToWindow=true Set a custom font. You can generate bitmaps from fonts installed on your system with MakeSpriteFont. https://github.com/microsoft/DirectXTK/wiki/MakeSpriteFont Run the tool with /NoPremultiply and place files in Data\SKSE\Plugins\SDTFonts FontFile= Font and outline color (RGBA). Color=255 255 255 255 OutlineColor=0 0 0 255 Outline offset. OutlineOffset=1 "
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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
Project mention: Looking to create a engine (for fun) and am willing to rethink my stack from scratch. Should I go with Rust/wgpu/web-based UI, or C++/Vulkan/Qt, or even some other stack? | /r/GraphicsProgramming | 2023-06-05LLGL Looks like a good alternative to BGFX, I haven't tried it though.
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InfluxDB
Power Real-Time Data Analytics at Scale. Get real-time insights from all types of time series data with InfluxDB. Ingest, query, and analyze billions of data points in real-time with unbounded cardinality.
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Optimized Vanilla Textures were optimized for PC and then ported to console. They were optimized using an 'optimizer' for Skyrim, which was not updated for the textures FO4 has. It did add mipmaps for the textures that were supposedly missing some and shrank the resolution; however, seeing as the Creation Kit uses Microsoft's own DDS compression program that adds mipmaps automatically, you're literally just re-adding vanilla textures that have been decompressed and then recompressed with extra loss on the visuals and taking up space. Also, specular maps must be compressed with the Photoshop Intel plugin in order to compress them properly or a program that will allow you to have the red and green channels saved in BC5U format (which is a normal map compression and flipped). GIMP does not do it correctly and I'm very doubtful the program that was used to shrink things did either since it was not designed for FO4's specularity.
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DirectXMath
DirectXMath is an all inline SIMD C++ linear algebra library for use in games and graphics apps
For those unfamiliar, like I was, DXM is DirectXMath.
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DirectXTK12
The DirectX Tool Kit (aka DirectXTK12) is a collection of helper classes for writing DirectX 12 code in C++
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since many vfx or particles are made from GLSL. for eg: https://github.com/effekseer/Effekseer how do we port it into webgpu in the future? will that be automatically work on webgpu too? or people need re-create all of those in WGSL?
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I'm surprised nobody covered p.2. JUST USE d912pxy. Period. The game is unplayable without it. BTW running it on Linux has the same effect as it translates DirectX calls to Vulkan calls and precompiles shaders. As much as I appreciate and respect ArenaNet will to fix performance introducing Dx11 hardly improved anything. There is still long way to go.
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HyperHDR
Highly optimized open source ambient lighting implementation based on modern digital video and audio stream analysis for Windows, macOS and Linux (x86 and Raspberry Pi / ARM).
You can DIY your own with a IC-based RGB/RGBW strip and a rPi or x86 PC + ESP microcontroller using software like Hyperion or HyperHDR, combined with WLED.
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goverlay
DirectX hook and game overlay solution for Electron, Qt and CEF, just like discord/steam game overlay,inject any app to overlay in your game (by hiitiger)
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DirectStorage
DirectStorage for Windows is an API that allows game developers to unlock the full potential of high speed NVMe drives for loading game assets.
I don't think the GPU decompression optimizations is in this driver. I updated and using the Bulk Loader Demo test I'm actually seeing lower throughput than before. I used to hit around 24-25GB a sec, now I'm only hitting like 21GB a sec. Although it's possible but I doubt it, it could be related to the Windows 11 March update reducing SSD bandwidth. I haven't run the test in months so it might be related.
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👉 Last release - Github
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You can find more information about D8VK and its installation here: [D8VK GitHub Repository](https://github.com/AlpyneDreams/d8vk)
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GOESP
Cross-platform streamproof ESP hack for Counter-Strike: Global Offensive, written in modern C++. Rendering and GUI powered by Dear ImGui + FreeType.
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GPU-Reshape
GPU Reshape (GRS) is an API agnostic instrumentation framework, with instruction level validation.
Project mention: GPU Reshape – shader instrumentation for everyone | news.ycombinator.com | 2024-01-21The tool is opensource - looks like it’s published under an MIT license.
If Linux support matters to you, maybe you can get involved or fork the project. It supports a remote debugging protocol - so as a first pass you might be able to add Linux support without needing to port the UI.
I agree with you - I wish more tools like this supported Linux. But I also really respect the original author’s effort here. Making a project like this is a lot of work already. They’re under no obligation to support Linux if they don’t use Linux themselves. Letting the community step in to add Linux support is, in my opinion, opensource done right.
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C++ DirectX related posts
- WebKit Switching to Skia for 2D Graphics Rendering
- Nintendo Network shutdown – The beginning of the end
- Is it possible and realistic to learn independent of an API?
- RenderDoc is a free MIT licensed stand-alone graphics debugger
- I need help to make SSE Display Tweaks work.
- Tutorial for ShaderGlass
- Cairo – Open-Source 2D Graphics Layer/API with Fonts and Many Back-Ends
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A note from our sponsor - SaaSHub
www.saashub.com | 18 Mar 2024
Index
What are some of the best open-source DirectX projects in C++? This list will help you:
Project | Stars | |
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1 | bgfx | 14,134 |
2 | renderdoc | 8,294 |
3 | The-Forge | 4,343 |
4 | Ogre 3D | 3,678 |
5 | xray-16 | 2,810 |
6 | DirectXTK | 2,464 |
7 | LLGL | 1,864 |
8 | DirectXTex | 1,687 |
9 | DirectXMath | 1,470 |
10 | DirectXTK12 | 1,385 |
11 | Effekseer | 1,343 |
12 | Bonzomatic | 1,300 |
13 | d912pxy | 1,008 |
14 | HyperHDR | 827 |
15 | storm-engine | 818 |
16 | ShaderGlass | 791 |
17 | goverlay | 726 |
18 | D3D12MemoryAllocator | 678 |
19 | DirectStorage | 631 |
20 | harfang3d | 448 |
21 | d8vk | 447 |
22 | GOESP | 431 |
23 | GPU-Reshape | 298 |