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Back to inexorgame/vulkan-renderer

Open-source alternatives to Vulkan Renderer

30 open-source projects similar to inexorgame/vulkan-renderer, ranked by how many features they have in common. Compare stars, activity and what each one does to find the best Vulkan Renderer alternative.

  • kaijuengine/kaijuAvatar de KaijuEngine

    KaijuEngine/kaiju

    4,568Ver en GitHub↗

    Kaiju is a general purpose 2D and 3D game engine built with the Go programming language and the Vulkan graphics API. It serves as a cross-platform game framework for deploying interactive applications to Windows, Linux, Mac, and Android. The engine includes an integrated game editor for composing scenes, managing assets, and designing shaders within a visual workspace. It provides a dedicated shader designer workspace that supports real-time hot-reloading, allowing visual changes to be seen instantly without restarting the application. The framework covers a broad range of production systems

    Gogame-enginegame-engine-2dgame-engine-3d
    Ver en GitHub↗4,568
  • simtr/the-powder-toyAvatar de simtr

    simtr/The-Powder-Toy

    5,149Ver en GitHub↗

    The Powder Toy is a C++ physics engine and material simulation software that operates as a falling sand physics sandbox. It provides a simulation environment where solids, liquids, and gases interact based on heat, pressure, and velocity. The project is a scriptable sandbox environment, offering an external scripting interface and behavioral scripting to modify game mechanics, automate tasks, and define custom simulation logic. The software supports the construction of complex machinery, physical structures, and functional logic circuits through simulated electronic components and sensors. I

    C++
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  • space-wizards/space-station-14Avatar de space-wizards

    space-wizards/space-station-14

    3,523Ver en GitHub↗

    Space Station 14 is a C# multiplayer game and roleplay simulation framework. It is built upon an Entity-Component-System (ECS) game engine that separates logic into systems and data into components to manage complex entity interactions. The project functions as a grid-based physics simulator with a YAML data-driven prototype system for defining game objects. The project features a specialized 2D sprite rendering engine that maps server-side appearance data to client-side shaders. It implements a networking model with client-side prediction and dirty-flagged state synchronization to reduce inp

    C#c-sharpgamehacktoberfest
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    This project is an open-source 3D game engine designed for building high-fidelity games, simulations, and cinematic environments. It functions as a robotics simulation platform with native integration for ROS 2 to model robot controllers and sensors. The engine features a multi-threaded Forward+ physically based renderer that supports hardware-accelerated ray tracing and global illumination. The system is built on a modular extension architecture using Gems to add or replace features without modifying core binaries. It includes a native SDK for AWS cloud integration, enabling IAM authenticati

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    s&box is a game development platform built on Valve's Source 2 engine, integrating the .NET runtime as a first-class scripting and gameplay logic layer. It provides a full-featured visual editor that combines asset management, level design, and code editing into a single workflow, enabling developers to create and edit games within a modern editor environment. The platform distinguishes itself through a managed-native interop bridge that allows C# code to interact directly with native Source 2 systems for high-performance communication, alongside a hot-reload scripting system that supports li

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    ThisisGame/cpp-game-engine-book

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    This project is a comprehensive educational resource for building a high-performance game engine from the ground up using C++. It serves as a technical guide for developers seeking to understand the low-level architecture of engine systems, providing a structured approach to implementing core components like rendering pipelines, entity-component-system patterns, and multi-threaded task scheduling. The resource distinguishes itself by focusing on the practical implementation of complex engine subsystems, including graphics API abstraction layers for cross-platform compatibility and data-driven

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  • galacean/engineG

    galacean/engine

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    This is a web-based 3D game engine designed for creating high-performance interactive experiences on web and mobile platforms. It functions as a real-time graphics renderer and physics engine, utilizing a component-based scene graph to organize entities and their properties for three-dimensional rendering. The engine includes a visual scene editor that allows for the design of environments through a graphical interface, which then exports these assets as executable code. Its broader capabilities cover real-time graphics rendering for 2D and 3D elements, physical world simulation for object c

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  • unity-technologies/entitycomponentsystemsamplesAvatar de Unity-Technologies

    Unity-Technologies/EntityComponentSystemSamples

    8,127Ver en GitHub↗

    This repository is a collection of reference implementations and sample projects demonstrating data-oriented design using the Unity Entities package. It provides a suite of examples for implementing an entity component system that separates game data into components and logic into systems. The collection includes specialized demonstrations for rendering large volumes of entities via graphics pipelines, implementing high-performance collision and rigid body dynamics through data-oriented physics, and managing multiplayer state synchronization using the network framework for entities. It also p

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  • mustache-dev/mario-kart-3.jsAvatar de mustache-dev

    mustache-dev/Mario-Kart-3.js

    4,578Ver en GitHub↗

    Mario-Kart-3.js is a browser-based 3D racing simulation implemented in JavaScript. It utilizes a WebGL game engine to render three-dimensional race tracks and vehicle models directly within a web browser using graphics hardware. The simulation features a physics-based drifting and maneuver system for gaining speed boosts and a power item system for deploying competitive advantages during races. The project encompasses a vehicle control system that maps keyboard and mouse inputs to steering and acceleration, alongside a simulation engine that manages collision detection and scripted item logi

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  • funkincrew/funkinAvatar de FunkinCrew

    FunkinCrew/Funkin

    3,660Ver en GitHub↗

    Funkin is a rhythm game engine and scriptable gameplay framework designed for creating musical battle games with synchronized note charts and audio. It functions as a comprehensive toolset for rhythm game modding, allowing for the addition of custom songs, characters, and stages through external assets and metadata. The project distinguishes itself through a dedicated modding system that supports priority-based asset overriding and a data patching utility for modifying JSON and XML configuration files via targeted merge operations. It utilizes a scriptable environment that executes external s

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  • nillerusr/source-engineAvatar de nillerusr

    nillerusr/source-engine

    2,128Ver en GitHub↗

    Source Engine is a cross-platform game engine designed for the development and execution of interactive three-dimensional applications. It provides a framework for rendering complex environments and managing multiplayer networking, functioning as a middleware solution for hosting independent game servers. The engine distinguishes itself through a client-server authoritative networking model that enables direct player connectivity without reliance on external authentication or matchmaking services. It utilizes a data-driven asset pipeline and a component-based entity system to decouple engine

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  • croteam-official/serious-engineAvatar de Croteam-official

    Croteam-official/Serious-Engine

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    Serious Engine is an open-source framework designed for the development and execution of first-person shooter titles. It provides an integrated environment for rendering complex three-dimensional combat spaces and managing the core gameplay logic required for high-speed action sequences. The engine utilizes an entity-component-system architecture to manage game objects, supported by script-driven logic that allows for gameplay modifications without requiring engine recompilation. It distinguishes itself through a specialized rendering pipeline that separates geometry calculations from lightin

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  • electronicarts/cnc_generals_zero_hourAvatar de electronicarts

    electronicarts/CnC_Generals_Zero_Hour

    4,619Ver en GitHub↗

    This project is a real-time strategy game and military combat simulator focused on modern warfare. It provides a simulation where players build bases and command military units to achieve tactical objectives and execute combat operations across various global locations. The software functions as a user-generated content platform, featuring a community workshop for creating, uploading, and sharing custom maps. It also includes a narrative-driven single-player campaign consisting of a series of strategic missions. Gameplay involves battling computer-controlled commanders that utilize distinct

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  • monogame/monogameAvatar de MonoGame

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    MonoGame is a cross-platform game framework and C# game engine designed for the development of interactive software. It provides a unified environment for building games that run across desktop, mobile, and console platforms using a single codebase. The framework functions as a 2D graphics rendering library, offering tools to apply custom shaders and visual effects to game assets. It utilizes a graphics abstraction layer to map drawing commands to platform-specific APIs, ensuring consistent rendering across diverse hardware. The engine manages hardware-level tasks such as input handling, aud

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  • khronosgroup/vulkan-hppAvatar de KhronosGroup

    KhronosGroup/Vulkan-Hpp

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    Vulkan-Hpp is a header-only C++ binding library for the Vulkan graphics and compute API. It provides a type-safe wrapper around the Vulkan C API, allowing developers to interface with GPU hardware through a C++ interface that introduces no runtime CPU overhead. The library utilizes Resource Acquisition Is Initialization patterns to manage the lifecycle of Vulkan handles and objects, automating the release of GPU resources. It replaces C-style enumerations and bit-fields with strong typing and static type checking to catch invalid API parameter assignments during compilation. The project cove

    C++cppvulkan
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  • sschmid/entitasAvatar de sschmid

    sschmid/Entitas

    7,658Ver en GitHub↗

    Entitas is a data-oriented Entity Component System framework for Unity. It is designed to separate game state into components and logic into systems, utilizing a data-oriented design to optimize CPU cache usage, memory usage, and processing speed. The framework includes a C# source code generator that automatically produces boilerplate classes, entity accessors, and context singletons to reduce manual coding. It also provides a Unity editor debugging tool for real-time runtime state visualization, system performance monitoring, and visual entity inspection. The system manages entity lifecycl

    C#c-sharpcode-generationcsharp
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    sschmid/Entitas-CSharp

    7,655Ver en GitHub↗

    Entitas-CSharp is a data-oriented architectural framework for managing application state and logic in C# and Unity environments. It implements the Entity Component System pattern to separate raw data components from the logic systems that process them. The framework includes a code generator that automatically produces type-safe boilerplate classes and methods at build time. It also provides a visual state inspector for examining entities and components in real time within the Unity editor. The library covers data-oriented programming and game state debugging, utilizing a memory-efficient ap

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    Ver en GitHub↗7,655
  • sandermertens/flecsAvatar de SanderMertens

    SanderMertens/flecs

    8,045Ver en GitHub↗

    Flecs is a high-performance entity component system framework and data-oriented programming library. It serves as a simulation engine core and game engine architecture tool, decoupling state from behavior by separating entities, components, and systems. The framework features a runtime reflection layer for dynamic data inspection and a built-in scripting system for defining entity behavior without recompilation. It also includes a network interface and REST API for remote simulation administration and state querying. The library covers a broad surface of simulation capabilities, including ar

    Cc99cpp11cpp14
    Ver en GitHub↗8,045
  • amethyst/amethystAvatar de amethyst

    amethyst/amethyst

    8,027Ver en GitHub↗

    Amethyst is a data-driven game engine written in Rust for building high-performance 2D and 3D games. It is built on an entity component system architecture that decouples game state from logic to enable parallel processing and reusable code. The framework features a glTF 3D renderer for importing scenes and geometry using physically based materials. It also serves as a multiplayer game framework, providing network transport abstractions and state synchronization for real-time online experiences. The engine covers a broad range of capabilities, including hybrid 2D/3D rendering, asynchronous a

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  • bevyengine/bevyAvatar de bevyengine

    bevyengine/bevy

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    Bevy is a cross-platform game engine and framework built in Rust, designed for creating interactive simulations and graphical applications. It utilizes a data-oriented entity-component-system architecture to manage game state, organizing data into contiguous memory blocks to facilitate high-performance processing and massive parallelization of entities. The engine distinguishes itself through a modular plugin architecture and a system-based task scheduler that automatically parallelizes logic by analyzing data access patterns. By employing reactive change detection and deferred command buffer

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    EnTT is a C++ library designed for data-oriented design and entity component system architecture. It provides a framework for managing game objects and simulation states by separating entity data from logic, allowing for the efficient organization and manipulation of large collections of related data objects. The library utilizes sparse sets to store entities and components in contiguous memory, which facilitates cache-friendly iteration and constant-time lookups. It employs template metaprogramming for compile-time type reflection and type-erasure techniques to provide a unified interface fo

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    Mindustry is a cross-platform game engine and factory automation simulation that combines resource management with tower defense strategy. Players construct complex supply chains and automated networks to process materials while building defensive structures to protect a core from waves of hostile mechanical forces. The project utilizes a deterministic lockstep networking model to ensure simulation consistency across desktop and mobile devices. It is built on an entity-component-system architecture and a tile-based grid simulation, allowing for the efficient management of thousands of active

    Javaandroiddesktopgame
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  • boomingtech/piccoloAvatar de BoomingTech

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    6,638Ver en GitHub↗

    Piccolo is a mini game engine designed for building small-scale games with cross-platform support. It compiles and runs on Windows, macOS, and Linux from a unified codebase, and includes an editor integration for live editing and debugging. The engine uses a component-based entity system with data-oriented design, storing component data in contiguous arrays for cache-friendly iteration. It features a fixed timestep game loop that decouples simulation updates from rendering frame rate, and provides a physics debug overlay that renders visual shapes from simulation data synchronized with the ed

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  • khronosgroup/moltenvkAvatar de KhronosGroup

    KhronosGroup/MoltenVK

    5,491Ver en GitHub↗

    MoltenVK is a Vulkan implementation for macOS that acts as a cross-API graphics wrapper. It serves as a translation layer that maps Vulkan graphics and compute API calls to corresponding Metal commands for execution on Apple hardware. The project enables the translation of Vulkan rendering pipelines to the native Metal framework, allowing cross-platform graphics and compute applications to run on Apple operating systems. This facilitates the porting of games and applications developed for other platforms to macOS. The implementation includes capabilities for advanced graphics feature impleme

    Objective-C++
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  • isadorasophia/murderAvatar de isadorasophia

    isadorasophia/murder

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    Murder is an entity component system game engine designed for 2D game development. It provides a core framework for managing game objects through an ECS architecture and includes a dedicated 2D game editor for asset management and real-time property configuration. The engine features a specialized 2D rendering pipeline supporting pixel art, sprite slicing, and parallax effects. It includes a hierarchical A* pathfinding system for agent navigation and a comprehensive asset management system for serializing and loading game resources. The project covers a broad range of capabilities, including

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