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Top 23 C++ Vulkan Projects
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ncnn
ncnn is a high-performance neural network inference framework optimized for the mobile platform
Project mention: [D] Best way to package Pytorch models as a standalone application | /r/MachineLearning | 2023-01-06They're using NCNN to package the model. Have a look. https://github.com/Tencent/NCNN
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filament
Filament is a real-time physically based rendering engine for Android, iOS, Windows, Linux, macOS, and WebGL2
Also beginner here, I think you can learn other's codes to get a better understanding of the API by learning how others can abstract these concept into higher level. They're many great projects out there like Google's pbr renderer filament https://github.com/google/filament, AMD's gltf sample https://github.com/GPUOpen-LibrariesAndSDKs/glTFSample and also as many suggested, the Sascha Willems's repos https://github.com/SaschaWillems and the official sample https://github.com/KhronosGroup/Vulkan-Samples
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Onboard AI
Learn any GitHub repo in 59 seconds. Onboard AI learns any GitHub repo in minutes and lets you chat with it to locate functionality, understand different parts, and generate new code. Use it for free at www.getonboard.dev.
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3d-game-shaders-for-beginners
🎮 A step-by-step guide to implementing SSAO, depth of field, lighting, normal mapping, and more for your 3D game.
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bgfx
Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.
Project mention: Is it possible and realistic to learn independent of an API? | /r/GraphicsProgramming | 2023-12-06Sort of, I'd recommend a modern higher level API. I'm not sure what the current recommended ones are (probably bgfx), but assuming the wrapper is "low level enough", then the concepts you learn are still going to apply.
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Waifu2x-Extension-GUI
Video, Image and GIF upscale/enlarge(Super-Resolution) and Video frame interpolation. Achieved with Waifu2x, Real-ESRGAN, Real-CUGAN, RTX Video Super Resolution VSR, SRMD, RealSR, Anime4K, RIFE, IFRNet, CAIN, DAIN, and ACNet.
Project mention: Looking for ways to run AI GUI software via cloud gpu compute | /r/Cloud | 2023-11-13The software in question is on Github called Waifu2x-Extension-GUI https://github.com/AaronFeng753/Waifu2x-Extension-GUI
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What to download:https://github.com/doitsujin/dxvk/releases/tag/v2.3
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InfluxDB
Collect and Analyze Billions of Data Points in Real Time. Manage all types of time series data in a single, purpose-built database. Run at any scale in any environment in the cloud, on-premises, or at the edge.
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MNN
MNN is a blazing fast, lightweight deep learning framework, battle-tested by business-critical use cases in Alibaba
Project mention: [D][R] Deploying deep models on memory constrained devices | /r/MachineLearning | 2023-10-03However, I am looking on this subject through the problem of training/finetuning deep models on the edge devices, being increasingly available thing to do. Looking at tflite, alibaba's MNN, mit-han-lab's tinyengine etc..
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Project mention: RenderDoc is a free MIT licensed stand-alone graphics debugger | news.ycombinator.com | 2023-11-06
heh https://github.com/baldurk/renderdoc#readme is all "RenderDoc is intended for debugging your own programs only. Any discussion of capturing programs that you did not create will not be allowed in any official public RenderDoc setting, including the issue tracker, discord, or via email" but the 3 of the 4 screenshots are of dota2 :-D
Still, that looks handy for sure
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Xenia (Xbox 360) Emulator: https://xenia.jp/
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cocos-engine
Cocos simplifies game creation and distribution with Cocos Creator, a free, open-source, cross-platform game engine. Empowering millions of developers to create high-performance, engaging 2D/3D games and instant web entertainment.
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Project mention: Want to a 3D game without a game engine but not having to deal with opengl stuff ? | /r/gamedev | 2022-12-09
Magnum
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Gameplay: Another promising MIT licensed engine for both 2D and 3D. Doesn't seem like there is much in the way of learning material though.
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The-Forge
The Forge Cross-Platform Rendering Framework PC Windows, Linux, Ray Tracing, macOS / iOS, Android, XBOX, PS4, PS5, Switch, Quest 2
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Project mention: Question regarding descriptor set binding invalidation/disturbing over pipeline boundaries | /r/vulkan | 2023-11-28
Hi, i'm looking into descriptor indexing and was looking at the Vulkan-Samples repo. I finally thought i understood how the set binding invalidation works (like a stack?). In the code below both the non_uniform_indexing pipeline and the update_after_bind pipeline use the immutable sampler descriptor in their fragment shader. But since the descriptor set = 0 is rebound, won't the immutable sampler in set = 1 from the "non_uniform_indexing" pipeline be "disturbed" and have to be rebound?
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I spend some time today and klicked through various reshade filters (free download at https://reshade.me ). They can be turned on and off ingame via hotkey, live-changed during the game and have (almost) no performance hit. They also do not declare as a Warno Mod and hence are fully compatible with multiplayer, ranked games etc. As I am not a pro in shaders and such stuff, it was a process of trial and error.
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Project mention: Question About queueIndex parameter of vkGetDeviceQueue function | /r/vulkan | 2023-03-13
I've been reading the Vulkan Tutorial, and I was looking at https://github.com/Overv/VulkanTutorial/blob/main/code/31_compute_shader.cpp
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It might be useful to maybe look at the Vulkan.hpp examples since you can do the same in about 200 lines of code. https://github.com/KhronosGroup/Vulkan-Hpp/blob/main/samples/15_DrawCube/15_DrawCube.cpp
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I am going to paste a cousin comment:
StableHLO[1] is an interesting project that might help AMD here:
> Our goal is to simplify and accelerate ML development by creating more interoperability between various ML frameworks (such as TensorFlow, JAX and PyTorch) and ML compilers (such as XLA and IREE).
From there, their goal would most likely be to work with XLA/OpenXLA teams on XLA[3] and IREE[2] to make RoCM a better backend.
[1] https://github.com/openxla/stablehlo
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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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C++ Vulkan related posts
- Is it possible and realistic to learn independent of an API?
- Risen 3 / DXVK 2.3 / ARC A770 16G / 1440p / WIN 11
- Question regarding descriptor set binding invalidation/disturbing over pipeline boundaries
- Re-Installed game an hour ago, got hit with App will Terminate Now
- Nvidia H200 Tensor Core GPU
- RenderDoc is a free MIT licensed stand-alone graphics debugger
- The Forge 1.53: Steam Deck support, dropped EASTL containers, docking imgui
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A note from our sponsor - #<SponsorshipServiceOld:0x00007f0f9b21df20>
www.saashub.com | 6 Dec 2023
Index
What are some of the best open-source Vulkan projects in C++? This list will help you:
Project | Stars | |
---|---|---|
1 | ncnn | 18,368 |
2 | filament | 16,551 |
3 | 3d-game-shaders-for-beginners | 16,384 |
4 | bgfx | 13,715 |
5 | Waifu2x-Extension-GUI | 11,127 |
6 | dxvk | 11,035 |
7 | GLM | 8,160 |
8 | MNN | 8,029 |
9 | renderdoc | 7,977 |
10 | xenia | 7,337 |
11 | Piccolo | 5,200 |
12 | WickedEngine | 5,013 |
13 | cocos-engine | 4,840 |
14 | magnum | 4,567 |
15 | GamePlay | 4,254 |
16 | The-Forge | 4,065 |
17 | Vulkan-Samples | 3,542 |
18 | reshade | 3,516 |
19 | VulkanTutorial | 2,830 |
20 | Open-Source Vulkan C++ API | 2,773 |
21 | iree | 2,134 |
22 | GPCS4 | 1,945 |
23 | LLGL | 1,778 |