openFrameworks is a community-developed cross platform toolkit for creative coding in C++.
created at June 28, 2016, 9:25 a.m.
Deferred Vulkan rendering playground using Crytek's Sponza scene
created at May 8, 2016, 10:19 a.m.
Vulkan Compute for C++ (experimentation project)
created at March 1, 2016, 1:15 a.m.
C++ implementation of Vulkan sitting on D3D12
created at Feb. 22, 2018, 11:57 a.m.
Getting serious about Vulkan development with this modern C++ framework, battle-tested in rapid prototyping, research, and teaching. Includes support for real-time ray tracing (RTX), serialization, and meshlets.
created at Aug. 18, 2019, 9:07 a.m.
Vulkan sample rendering 3D with 'worker-threads'
created at Feb. 16, 2016, 4:36 p.m.
Vulkan sample showing a high quality super-sampled rendering
created at Feb. 16, 2016, 4:33 p.m.
A cross-platform Vulkan layer which checks Vulkan applications for best practices on Arm Mali devices.
created at Sept. 27, 2017, 3:17 p.m.
Examples and demos for the Vulkan C++ API
created at Feb. 29, 2016, 1 a.m.
vulkan abstraction layer that represent frame as a task graph
created at Sept. 11, 2018, 2:57 p.m.
[UNMAINTAINED] A modern cross-platform 3D engine built with Vulkan, glTF 2.0 and modern C++14.
created at Sept. 26, 2016, 8:18 p.m.
Implementation of Peter Shirley's Ray Tracing In One Weekend book using Vulkan and NVIDIA's RTX extension.
created at March 16, 2019, 12:17 p.m.
The Open Capture and Analytics Tool (OCAT) provides an FPS overlay and performance measurement for D3D11, D3D12, and Vulkan
created at Dec. 6, 2016, 12:35 p.m.