The Wayback Machine - https://web.archive.org/web/20200908022216/https://github.com/azhirnov/ModularGraphicsFramework/
Skip to content
This repository has been archived by the owner. It is now read-only.
master
Go to file
Code

Latest commit

Files

Permalink
Failed to load latest commit information.
Type
Name
Latest commit message
Commit time
Nov 19, 2018
Nov 15, 2018
Nov 15, 2018
Nov 15, 2018
Jun 19, 2018
Nov 15, 2018
Jun 4, 2018

README.md

Modular Graphics Framework

At first it was experimental port of my engine to another architecture, and now I make it as may primary engine.

Features:

  • Event driven architecture.
  • Many graphics APIs without recompilation.
  • Low level abstraction of API: Image, Buffer, CommandBuffer, Pipeline and other.
  • Run many graphics API at one time for debugging - to see different behavior (WIP).
  • High level abstraction: Scene, RenderTechnique and other (WIP).
  • Shader compiler - one shader for all platforms.
  • Procedural generation (WIP).
  • Virtual Reality (Emulator, Oculus - WIP).

Supported APIs:

  • Vulkan 1.0 - 1.1 (primary)
  • OpenGL 4.4 - 4.6
  • DirectX 11 (WIP)
  • OpenCL 1.1 - 2.0
  • Software renderer
  • OpenGL ES 3.0 - 3.2 (WIP)

Supported OS:

  • Windows
  • Linux (WIP)
  • Android (WIP)

Supported compilers:

  • VS 2017 (tested on 15.6.7)
  • MinGW (tested on 7.2.0)

Optional dependencies:

  • glslang, SDL2, GLM and other
You can’t perform that action at this time.