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ConfettiFX avatar

ConfettiFX/The-Forge

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5,575 Stars·566 Forks·C++·Apache-2.0·19 Aufrufe

The Forge

The Forge ist ein Low-Level-Toolkit für den Bau hochperformanter Grafik-Engines und Anwendungen über Desktop-, Mobil- und Konsolenplattformen hinweg. Es bietet ein plattformübergreifendes Engine-Framework und einen dedizierten Shader-Compiler, der eine einzelne Quelle in zielspezifische Sprachen für verschiedene Grafik-APIs und Hardware übersetzt.

Das Projekt beinhaltet einen GPU-Speicher- und Ressourcenmanager, der einheitliche Root-Signaturen für das Resource-Binding nutzt, sowie eine Raytracing-Rendering-Pipeline, die hardwarebeschleunigte Ray- und Path-Tracing-Abfragen implementiert. Das State-Management wird durch ein hochperformantes Entity-Component-System gehandhabt, das Daten und Logik in diskrete Komponenten organisiert.

Breite Funktionsbereiche decken GPU-Leistungsüberwachung mittels Hardware-Breadcrumbs und Micro-Profiling, plattformübergreifendes Input-Handling für diverse Peripheriegeräte und ein Animationssystem für Skelett-Playback und Blending ab. Das Framework unterstützt zudem asynchrones Ressourcenladen, Variable Rate Shading und Non-Uniform Resource Indexing.

Das Toolkit bietet Automatisierung für Echtzeit-Iterationen, einschließlich Live-Shader-Rekompilierung und der Fähigkeit, dynamische Bibliotheken zur Laufzeit neu zu laden.

Features

  • Cross-Platform Engines - Acts as a low-level toolkit for building high-performance 3D engines that run across consoles, mobile, and desktop from one codebase.
  • Entity Component Systems - Implements a high-performance entity component system for efficient game state management and data-oriented processing.
  • GPU Resource Management - Provides a low-level system for allocating hardware memory and binding shader resources via unified root signatures.
  • Hardware-Accelerated Ray Tracing - Implements a rendering pipeline using dedicated silicon for hardware-accelerated ray and path tracing.
  • Ray Tracing Query Execution - Implements a cross-platform rendering pipeline for hardware-accelerated ray and path tracing queries.
  • Cross-Platform Shader Compilers - Provides a dedicated shader compiler that transforms unified source code into platform-specific binaries for multiple graphics APIs.
  • Multi-API Shader Compilations - Implements a unified workflow where shader code is written once and compiled into native formats for multiple graphics APIs.
  • Shader Language Conversions - Provides utilities to convert single shader sources into target-specific languages for consoles, mobile, and desktop platforms.
  • GPU Memory Allocators - Includes a specialized GPU memory manager and allocators tailored to specific platform hardware limits.
  • GPU Rendering and Compute APIs - Provides a high-efficiency API for GPU-accelerated rendering and compute tasks, including ray tracing and variable rate shading.
  • Hot Code Reloading - Supports updating source code during runtime by reloading dynamic libraries without requiring a full application restart.
  • Extension Hot Reloaders - Allows updating application logic during runtime by reloading compiled dynamic libraries without restarting the process.
  • Shader Recompilation - Features a server-driven system that triggers automatic shader recompilation during execution for rapid visual iteration.
  • Asynchronous Asset Loading - Ships a system to load textures, buffers, and geometry data asynchronously from disk or memory to prevent runtime stuttering.
  • Variable Rate Shading - Implements an optimization that shades different parts of a render target at varying resolutions based on image gradients.
  • Shader Variant Compilation - Generates unified binaries containing multiple shader versions based on specific hardware feature flags.
  • Shader Binding Managers - Implements a global registry of resources grouped by update frequency to eliminate the need for runtime shader reflection.
  • Shader Resource Binders - Implements a system for associating textures and buffers with shaders using compile-time resource indices.
  • Skeletal Animation Systems - Implements a multi-threaded skeletal animation system for playing back and blending animations and baked physics.
  • Non-Uniform Resource Indexing - Implements divergent resource indexing using lane masking and platform extensions to handle non-uniform indices safely.
  • Real-Time Graphics Iteration - Enables updating source code and recompiling shaders during runtime to speed up the visual development and testing cycle.
  • Static Resource Indexing - Implements a system to link textures and buffers to shaders using static indices to eliminate runtime string or hash lookups.
  • Unified Root Signatures - Utilizes a unified root signature for all shaders to minimize pipeline switching overhead and simplify resource binding.
  • GPU Performance Monitoring - Ships a profiling system utilizing hardware breadcrumbs for crash reports and micro-profiling for execution analysis.
  • Cross-Device Input Handlers - Offers a consistent interface for processing input and gestures from diverse peripherals across all supported platforms.
  • Platform-Specific Input Bridging - Maps native OS events from diverse peripherals into a unified internal format for consistent cross-platform input handling.
  • Texture Samplers - Provides a standardized set of cross-platform functions for sampling read-only and read-write textures.
  • Engines and Frameworks - Cross-platform rendering framework.
  • Graphics Libraries - Cross-platform rendering framework for major consoles and platforms.

Star-Verlauf

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Häufig gestellte Fragen

Was macht confettifx/the-forge?

The Forge ist ein Low-Level-Toolkit für den Bau hochperformanter Grafik-Engines und Anwendungen über Desktop-, Mobil- und Konsolenplattformen hinweg. Es bietet ein plattformübergreifendes Engine-Framework und einen dedizierten Shader-Compiler, der eine einzelne Quelle in zielspezifische Sprachen für verschiedene Grafik-APIs und Hardware übersetzt.

Was sind die Hauptfunktionen von confettifx/the-forge?

Die Hauptfunktionen von confettifx/the-forge sind: Cross-Platform Engines, Entity Component Systems, GPU Resource Management, Hardware-Accelerated Ray Tracing, Ray Tracing Query Execution, Cross-Platform Shader Compilers, Multi-API Shader Compilations, Shader Language Conversions.

Welche Open-Source-Alternativen gibt es zu confettifx/the-forge?

Open-Source-Alternativen zu confettifx/the-forge sind unter anderem: gfx-rs/wgpu — This project is a cross-platform graphics and compute framework that provides a unified, hardware-agnostic abstraction… gfx-rs/gfx — gfx is a hardware-agnostic graphics API abstraction that translates a unified set of graphics and compute commands… cocos2d/cocos2d-x — Cocos2d-x is a high-performance C++ game development framework designed for building and deploying interactive… gpuweb/gpuweb — This project provides a comprehensive toolset for WebGPU, serving as a graphics API wrapper, compute shader framework,… diligentgraphics/diligentengine — DiligentEngine is a cross-platform graphics abstraction layer and physically-based rendering engine. It provides a… anuken/mindustry — Mindustry is a cross-platform game engine and factory automation simulation that combines resource management with…