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$ show Themaister/Granite

[account ↗] [repo ↗] APPLICATION ★ 1941 163 ● active (last update 1 month ago)
reviewed by: deepseek/deepseek-v4-flash

Granite is a Vulkan-based real-time 3D rendering engine and application framework developed by Hans-Kristian Arntzen. It provides a comprehensive, modular library for building interactive graphics applications, including a high-level Vulkan abstraction, a declarative render graph with automatic resource management, scene loading (glTF, custom JSON), a full post-processing pipeline (TAA, SMAA, FXAA, HDR, bloom, SSAO, SSR), clustered and volumetric lighting, mesh shaders, and GPU-driven rendering. The framework also includes cross-platform audio (WASAPI, PulseAudio, Oboe) with DSP, video encoding/decoding via FFmpeg, a physics system (Bullet), a UI widget system, an entity-component system, and a flexible filesystem abstraction with network VFS support. The codebase is production-quality with advanced Vulkan feature usage, extensive tests, and tools for asset processing. While the author explicitly discourages external contributions, the repository remains actively maintained and showcases high craftsmanship in graphics engineering.

RATING9.0/10
QUALITY8.2/10
MAINTENANCEactive
DRIFTlow
CONTRIBUTORS11
VELOCITY0.92
OPEN ISSUES4
CLOSED ISSUES23
LAST COMMIT1 month ago
Files by Type (count)
C++
262
C++ Header
212
Other (.frag)
75
C/C++ Header
72
Other (.comp)
72
Other (.vert)
38
Text
33
Other (.spv)
33
Shell
12
Python
9
Other (.png)
8
Other (.gradle)
5
Files by Type (size)
C++
3MB
C/C++ Header
2MB
C++ Header
1MB
Other (.ttf)
739KB
Other (.spv)
435KB
Other (.gtx)
432KB
Other (.comp)
299KB
C
171KB
Other (.hlsl)
149KB
Other (.png)
103KB
Other (.frag)
79KB
Text
67KB

The LLM identified 5 files worth highlighting for reuse:

Declarative render pass graph that automatically manages Vulkan barriers, subpass merging, load/store operations, and async compute. Encapsulates complex synchronization logic into a clean, reusable pattern suitable for any Vulkan-based renderer.

file: renderer/render_graph.hpp ↗ | tags: #render-graph #resource-management #vulkan

Non-owning, cache-friendly hash map with thread-safe variants and a read-cached split for lock-free read promotion. Demonstrates advanced memory and concurrency patterns for high-performance systems.

file: util/intrusive_hash_map.hpp ↗ | tags: #intrusive-containers #lock-free #hash-map

Central shader management system that compiles GLSL to SPIR-V at runtime (or offline), manages variant generation, caches compiled shaders, and supports hot-reload via file watching. Represents a robust, reusable shader pipeline for Vulkan engines.

file: vulkan/managers/shader_manager.hpp ↗ | tags: #shader-management #hot-reload #caching

Protocol-based filesystem abstraction with pluggable backends (OS files, Android assets, network VFS, blob archives) and notification support. Clean interface that decouples asset loading from platform specifics.

file: filesystem/filesystem.hpp ↗ | tags: #filesystem-abstraction #protocol-based #cross-platform

Template-free, per-platform SIMD intrinsics (SSE, NEON) for common graphics math operations: matrix multiplication, AABB transform, frustum culling. Self-contained and easily extractable as a lightweight math kernel.

file: math/simd.hpp ↗ | tags: #simd #math-library #performance
Last analyzed: 2026-09-10 07:48:18.679371
Next check: 2026-09-17 07:48:18.675520
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