{"repo":"RavEngine/RGL","free":true,"listed":false,"github":"https://github.com/RavEngine/RGL","clone":"git clone https://github.com/RavEngine/RGL.git","description":"RavEngine Graphics Library - a thin RHI for Vulkan, DirectX12, and Metal","language":"C++","stars":77,"topics":["abstraction","directx12","game-development","game-engine-framework","metalkit","rhi","vulkan"],"license":"Apache-2.0","category":"game-templates","readme_excerpt":"RGL RavEngine Graphics Library - a thin RHI for Vulkan, DirectX12, and Metal Features - Write shaders in Vanilla GLSL - no macro hacks or custom DSL - Transpiled shaders retain information in debug, for easier shader source debugging - Easy-to-understand Metal-like API that maintains the conventions of modern graphics APIs - Low overhead - most calls map directly to their platform-specific counterparts - If only one backend is enabled (default for Apple platforms), all virtual function calls dissapear - Runtime shader compilation via compiler library - Automatically-managed resource barriers (when using Vulkan or DX12) What it is not - A game engine. See RavEngine if that is what you are looking for. - A windowing / input library. See the code samples for an example that integrates with SDL2. - Production-ready. Use at your own risk. - For beginners. Users should be familiar with at least one other modern graphics API. Supported Platforms - macOS (intel + Apple silicon) - iOS (device only) - tvOS (device only) - Windows 10+ (Arm64 + x86 64) - Linux - WebAssembly (WIP) Getting Started See RavEngine/RGL-Samples for code samples. To compile the library, use CMake:","default_branch":null,"files":null,"tree":[],"storefront":"/r/RavEngine","claimed":false,"request_supported":{"post":"https://gitbuyer.com/r/RavEngine/RGL/request-supported","requests":0},"note":"indexed from public GitHub; nothing is for sale on this page. Clone it from GitHub. Paid listings live at /search."}