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$ show GameFoundry/B3DFramework

[account ↗] [repo ↗] APPLICATION ★ 1923 205 ● active (last update 1 month ago)
reviewed by: deepseek/deepseek-v4-flash

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.

RATING8.8/10
QUALITY8.2/10
MAINTENANCEactive
DRIFTmedium
CONTRIBUTORS42
VELOCITY0.99
OPEN ISSUES3
CLOSED ISSUES237
LAST COMMIT1 month ago
Files by Type (count)
C/C++ Header
1669
C++
993
C#
509
Markdown
136
Other (.bsl)
101
Other (.bslinc)
71
Other (.cmake)
51
C++ Header
47
Other (.mm)
39
Text
37
Other (no ext)
29
Shell
26
Files by Type (size)
C/C++ Header
8MB
C++
8MB
C#
1MB
Other (.cxx)
1MB
Markdown
1MB
C++ Header
934KB
XML
774KB
Other (.mm)
452KB
Other (.patch)
343KB
C
326KB
Other (.bsl)
279KB
Other (.bslinc)
274KB

The LLM identified 4 files worth highlighting for reuse:

Two-Level Segregated Fit (TLSF) memory allocator providing near-O(1) allocation/free with bounded fragmentation — a classic choice for real-time and embedded systems. Self-contained header/inline pair with no engine coupling, extractable into any low-latency project. Demonstrates non-obvious craft in free-list segregation, splitting, and coalescing.

file: Source/Engine/Utility/Allocators/B3DTlsfAllocator.h ↗ | tags: #memory-allocator #data-structure #real-time-systems

Core templated math module covering vectors, matrices, quaternions, transforms, planes, rays, AABBs, and angle/unit abstractions with SIMD-friendly layout. The math directory is a clean, dependency-light library that can be lifted wholesale into another engine or graphics project; shows disciplined template design and careful edge-case handling.

file: Source/Engine/Utility/Math/B3DMath.h ↗ | tags: #linear-algebra #template-math #geometry

Sparse-set container forming the backbone of the engine's ECS storage: contiguous packed entity iteration, O(1) index mapping, and swap-and-pop removal. Self-contained and reusable for any data-oriented entity storage, demonstrating the classic packed-array/sparse-index pattern that underpins modern ECS implementations.

file: Source/Engine/Utility/ECS/B3DSparseSet.h ↗ | tags: #ecs #data-oriented-design #data-structure

Template-based GPU resource-barrier tracking that records per-resource state and batches required pipeline barriers uniformly across Vulkan/D3D12/Metal backends. Isolates non-obvious synchronization logic (layout transitions, subresource tracking, hazard classification) behind a backend-parameterized template; the pattern generalizes to any explicit-API renderer and is backed by dedicated unit tests.

file: Source/Engine/Core/GpuBackend/B3DGpuBarrierHelper.h ↗ | tags: #gpu-synchronization #vulkan #template-pattern
Last analyzed: 2026-09-10 07:10:29.770035
Next check: 2026-09-17 07:10:29.766127
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