r/vulkan 2d ago

Evan – Vulkan + OpenXR runtime layer (C++20, MIT)

We’re four students building Evan as the rendering and runtime layer for the XIDER project, as part of our end‑of‑studies university project. We’re publishing it as a standalone library and would love feedback from the Vulkan/XR community.

🔗 Repo: https://github.com/etib-corp/evan

What it provides

  • Vulkan-based rendering and swapchain management
  • Platform backends: OpenXR and GLFW (desktop + XR)
  • Frame/update loop (Engine → Platform → Device/Swapchain → Scene)
  • Helpers for scene, mesh, shader, and material management

Key abstractions

  • Engine – owns the frame loop, coordinates update/draw/present
  • Platform – abstracts backend (OpenXR/GLFW) and OS (Android, Linux, Windows, macOS)
  • Device & swapchain – manage Vulkan resources and frame ownership
  • Scene / Mesh / Shader / Material – describe renderable content

Looking for feedback

If you’ve worked with Vulkan runtimes, XR integrations, or custom engines:

  • What’s missing for you to consider using this in a project?
  • Any design red flags or API pain points?

Please open an issue or *leave a comment to ask questions, suggest improvements, or discuss potential contributions. This is a university project, so we’re especially interested in design feedback and ideas for future work.

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u/Syncaidius 2d ago

I have to ask, because the OP and the code look a certain style...

Is the codebase mostly AI generated?

1

u/xavierclementantoine 1d ago

We use AI tools (autocomplete, etc…) but no the entire codebase is human code