I’m building a small C++ rendering library (VGLX). Feedback welcome.
I’ve been working on a small C++ rendering library called VGLX.
The goal is clarity over features. Explicit ownership. Minimal magic.
Some constraints I set for myself:
* Modern C++ (C++20).
* OpenGL backend for now. Vulkan later.
* Asset importing is offline. Runtime loaders only deal with engine-native formats.
* No global asset managers or hidden caches.
* Scene graph and lifetimes are explicit and boring by design.
It’s not a game engine. It’s closer to a rendering library you can read, reason about, and extend.
Docs + examples:
[https://vglx.org]()
Repo:
[https://github.com/shlomnissan/vglx]()
If you have opinions on API shape, ownership, or things that look wrong, I’d like to hear them.
https://redd.it/1px91ls
@r_cpp
Post #24578
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