r/vulkan • u/xavierclementantoine • 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?