Build a cross-platform real-time renderer that runs on Windows, Android, iOS, and macOS from a single C++ codebase.
Write GPU shaders once in The Forge Shading Language and have them automatically compiled for DirectX 12, Vulkan, or Metal.
Integrate a production-grade animation system into a custom game engine without writing low-level GPU code from scratch.
Test and deploy the same graphics code on a Steam Deck or Meta Quest 2 alongside your desktop build.
| confettifx/the-forge | emcrisostomo/fswatch | luau-lang/luau | |
|---|---|---|---|
| Stars | 5,541 | 5,532 | 5,528 |
| Language | C++ | C++ | C++ |
| Setup difficulty | hard | easy | hard |
| Complexity | 5/5 | 2/5 | 4/5 |
| Audience | developer | developer | developer |
Figures from each repo's GitHub metadata at analysis time.
Requires platform SDKs and graphics drivers for each target, console support needs a separate commercial license and platform-holder accreditation.
The Forge is a cross-platform programming framework for building games and graphics software. It is developed by Confetti Interactive, a company that provides graphics technology to game studios. Rather than a complete game engine, it is a lower-level set of building blocks that developers use to write graphics code that works across many platforms from a single shared codebase. The platforms it covers on the open-source side include Windows 10 and 11 using DirectX 12, Steam Deck using Vulkan, Android, iOS, iPadOS, and macOS including both Intel and Apple Silicon hardware, and Meta Quest 2. Support for game consoles (PlayStation 4, PlayStation 5, Xbox One, Xbox Series, and Nintendo Switch) is available separately under a commercial license for developers who have been accredited by those platform holders. The framework handles the parts of a game or real-time application that are closest to the hardware: rendering, memory management, file I/O, input handling, and animation. It includes a shader language called The Forge Shading Language (a superset of HLSL) that can be translated to run on any of the supported graphics APIs. It also bundles an animation system, a UI library based on Dear ImGui, a Lua scripting system used mainly for automated testing, and an entity component system for organizing game objects. The project has been used by studios building their own game engines (Hades by Supergiant Games and a custom engine by Hypixel are cited) and by companies writing SDKs for graphics hardware (Qualcomm Adreno, Meta Oculus). It is also listed as having been part of the technology behind Starfield. The open-source portion is released under the Apache License 2.0. The full README is longer than what was shown.
A cross-platform C++ framework for building games and graphics software that runs on Windows, Steam Deck, Android, iOS, macOS, and Meta Quest from a single shared codebase, handling rendering, shaders, animation, and input at the hardware level.
Mainly C++. The stack also includes C++, DirectX 12, Vulkan.
Use freely for any purpose including commercial products, as long as you keep the copyright notice and license file.
Setup difficulty is rated hard, with roughly 1h+ to a first successful run.
Mainly developer.
This repo across BitVibe Labs
Verify against the repo before relying on details.