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Top 21 C++ D3d12 Projects
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bgfx
Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.
Project mention: Layers All the Way Down: The Untold Story of Shader Compilation | news.ycombinator.com | 2025-05-18BGFX (https://github.com/bkaradzic/bgfx) uses a different approach. You basically write your shader in a GLSL-like language but it's all just (either very clever or very horrible) macro expansions that handles all the platform differences.
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Stream
Stream - Scalable APIs for Chat, Feeds, Moderation, & Video. Stream helps developers build engaging apps that scale to millions with performant and flexible Chat, Feeds, Moderation, and Video APIs and SDKs powered by a global edge network and enterprise-grade infrastructure.
- Project mention: Ask HN: What are good high information density UIs (screenshots, apps, sites) | news.ycombinator.com | 2025-05-08
Tracy [1] is the first thing that comes to my mind, then RenderDoc [2].
After that Visual Studio while debugging. In general, I think graphical debuggers and profiling tools do a relatively good job of packing lots of information into many, small windows.
[1] https://github.com/wolfpld/tracy
[2] https://github.com/baldurk/renderdoc
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Another example is the Xenia project in C++. We also checked it using PVS-Studio, and you can find the analysis results in this article. This is what its city looks like:
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It is Slang. A very cool project and it only got its public release relatively recently, so some sins are forgiven but there are so many typedefs.
https://github.com/shader-slang/slang/blob/master/include/sl...
- Project mention: Spartan Engine: A game engine with an emphasis on real-time solutions | news.ycombinator.com | 2025-09-26
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InfluxDB
InfluxDB – Built for High-Performance Time Series Workloads. InfluxDB 3 OSS is now GA. Transform, enrich, and act on time series data directly in the database. Automate critical tasks and eliminate the need to move data externally. Download now.
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LLGL
Low Level Graphics Library (LLGL) is a thin abstraction layer for the modern graphics APIs OpenGL, Direct3D, Vulkan, and Metal
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Your memory is intact :) Those were/are a thing.
The Xenia emulator handles them with symbolic links in its virtual-file-system: https://github.com/xenia-canary/xenia-canary/blob/70e44ab6ec...
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Unreal-Engine-Guide
Unreal Engine 5 Guide. Learn to develop games for Windows, Linux, macOS, iOS, Android, Xbox Series X|S, PlayStation 5, Nintendo Switch.
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MethaneKit
🎲 Modern 3D graphics made simple with C++20 cross-platform framework and rendering abstraction API on top of DirectX 12, Vulkan & Metal
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GPU-Reshape
GPU Reshape (GRS) is an API & vendor agnostic instrumentation framework, with instruction level validation.
Project mention: .NET MAUI Is Coming to Linux and the Browser, Powered by Avalonia | news.ycombinator.com | 2025-11-11I don't think that's a problem? The .NET library this is about, that now supports MAUI code unchanged, is already used in programs like https://github.com/sourcegit-scm/sourcegit/blob/master/scree... and https://github.com/GPUOpen-Tools/GPU-Reshape/blob/main/Docum...
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Game-Console-Dev-Guide
Game Console Dev Guide. Learn to develop games for Xbox Series X|S, PlayStation 5, Nintendo Switch, Steam Deck, and Apple Silicon. Developing with Unreal Engine 5, Unity, Godot Engine, and Blender.
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GPUPrefixSums
A nearly complete collection of prefix sum algorithms implemented in CUDA, D3D12, Unity and WGPU. Theoretically portable to all wave/warp/subgroup sizes.
Lol do you think "PTX programming" is some kind of secret source of perf? It's just inline asm. Sometimes it's necessary but most of the time "CUDA is all you need":
https://github.com/b0nes164/GPUPrefixSums
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Tempest
API abstraction layer for 3D graphics, UI and sound. Written in C++17 with Vulkan, DX12 and Metal support. (by Try)
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SaaSHub
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C++ D3d12 discussion
C++ D3d12 related posts
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C++26: A Placeholder with No Name
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Khronos Group adopts the Slang shading language
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The Slang Shading Language and Compiler
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Nintendo Network shutdown – The beginning of the end
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Looking to create a engine (for fun) and am willing to rethink my stack from scratch. Should I go with Rust/wgpu/web-based UI, or C++/Vulkan/Qt, or even some other stack?
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There needs to be a rewritten version
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I crash most of the time when I zone. Windows 11.
- A note from our sponsor - SaaSHub www.saashub.com | 22 Dec 2025
Index
What are some of the best open-source D3d12 projects in C++? This list will help you:
| # | Project | Stars |
|---|---|---|
| 1 | bgfx | 16,435 |
| 2 | renderdoc | 10,243 |
| 3 | xenia | 9,106 |
| 4 | reshade | 4,903 |
| 5 | slang | 4,859 |
| 6 | SpartanEngine | 2,791 |
| 7 | apitrace | 2,777 |
| 8 | LLGL | 2,485 |
| 9 | KlayGE | 2,170 |
| 10 | xenia-canary | 2,025 |
| 11 | Unreal-Engine-Guide | 1,386 |
| 12 | MethaneKit | 943 |
| 13 | D3D12MemoryAllocator | 933 |
| 14 | DiligentCore | 706 |
| 15 | GPU-Reshape | 471 |
| 16 | Kaguya | 403 |
| 17 | Game-Console-Dev-Guide | 310 |
| 18 | GPUPrefixSums | 280 |
| 19 | Tempest | 199 |
| 20 | Reshade-Unlocked | 107 |
| 21 | gpu_clock_stabilizer | 18 |