VertexNova Engine
A modular, multi-backend 3D rendering engine built in modern C++20. One unified RHI layer across Vulkan, Metal, OpenGL, and OpenGL ES — build once, run on six platforms.
Render backends
All backends share a single RHI API. Switch targets at build time.
Target platforms
One codebase, six build targets.
Key techniques
- Order-independent transparency (OIT)
- Constructive solid geometry (CSG)
- GPU picking and selection
- Multi-viewport rendering
- SPIRV-Cross shader compilation
- ECS-based scene visualization
Modules
Each module is a standalone library with explicit dependencies.
vnewindow Cross-platform windowing abstraction
vnerhi Unified render hardware interface
vnemath Math library — vectors, matrices, transforms
vnelog Structured logging
vneevents Event system and input handling
vnescene ECS-based scene graph
vneio Asset I/O — mesh, texture loading
Roadmap
Stabilise & document
Modular libraries, CI/CD, new demos — OIT, picking, text rendering, multi-viewport.
ECS runtime & editor
Full ECS runtime, material system, scene graph, visual editor with viewport and asset browser.
XR, animation, 3DGS
OpenXR, visionOS, skeletal animation, GPU-driven rendering, 3D Gaussian Splatting integration.