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── 98903 repos indexed ── | filtered by tag: #directx12
GameFoundry/B3DFramework ★ 1923 205 APPLICATION

B3DFramework (namespace `b3d`, legacy `bsf` path prefixes) is a cross-platform C++17 game/application engine framework. Production code reveals a complete runtime: a scene/component model with ECS fragments, dirty-flag transform hierarchy propagation, prefab/scene serialization, async resource handles, and a plugin architecture with GPU backends (Vulkan, D3D12, Metal, Null), physics (PhysX), audio (FMOD, OpenAL), and a default renderer (RenderBeast). The engine implements its own shader language (BSL) with a compiling pipeline, a custom RTTI/reflection system with versioned binary serialization and delta compression, and a Mono-based C# scripting layer generated from C++ types via a codegen toolchain.

RATING: 8.8/10 MAINT: active DRIFT: medium
▸ 4 reusable components found
GPUOpen-Tools/GPU-Reshape ★ 493 21 APPLICATION

GPUReshape is a GPU debugging and instrumentation tool for DirectX 12 and Vulkan APIs. It provides a modular desktop application with backend layers for API interception, shader analysis and transformation capabilities, resource tracking and validation systems, and a plugin-extensible architecture built with Avalonia UI. The system includes automated testing infrastructure and message-passing communication between components.

RATING: 8.6/10 MAINT: active DRIFT: medium
▸ 4 reusable components found
MethanePowered/MethaneKit ★ 974 62 APPLICATION

MethaneKit is a cross-platform graphics rendering framework that provides abstractions over DirectX 12, Vulkan, and Metal APIs. It features a layered architecture with platform-independent interfaces (RHI), platform-specific implementations, an application framework, UI components, and mathematical utilities. The framework includes tutorial applications demonstrating various graphics techniques from basic triangle rendering to compute shaders and parallel rendering. Key systems include resource management, command submission, pipeline state handling, and synchronization primitives. The codebase demonstrates modern C++ practices with extensive use of templates, PIMPL idiom, and interface-based design.

RATING: 8.5/10 MAINT: active DRIFT: low
▸ 5 reusable components found
intel/xess ★ 1001 60 APPLICATION

This repository is the Intel XeSS SDK, a comprehensive set of libraries and APIs for integrating AI-powered super resolution (XeSS-SR), frame generation (XeSS-FG), and low-latency optimization (XeLL) into games and applications. It provides C-callable functions for DirectX 11, DirectX 12, and Vulkan, along with sample applications demonstrating each technology. The SDK is distributed as precompiled DLLs, header files, and documentation. The samples render a simple animated triangle and show the complete integration flow: context creation, initialization, per-frame execution, and resource management. The codebase is well-structured with consistent error handling, versioning, and logging patterns across all three technology areas.

RATING: 8.0/10 MAINT: active DRIFT: low
▸ 1 reusable components found
Pikachuxxxx/Razix ★ 494 32 APPLICATION

Razix is a multi-platform 3D game engine built in C++ with a focus on modern graphics APIs (Vulkan, DirectX 12, OpenGL). It features a custom rendering hardware interface (RHI), a frame graph system for efficient render pass scheduling, an entity-component system (ECS) for scene management, and a built-in editor with ImGui integration. The engine includes a Lua scripting system, physics integration via Jolt Physics, and a comprehensive memory management layer with custom allocators. Despite its ambitious scope and active development, the codebase exhibits a mix of well-engineered subsystems and areas of legacy code (e.g., LIMBO_STATE). The project provides testing frameworks for both engine core and graphics pipelines, and maintains a dedicated game project ('Tanu') as a showcase.

RATING: 7.9/10 MAINT: active DRIFT: low
▸ 5 reusable components found
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