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Lightweight, modern, and ray-traced.
Free & open source cross-platform 3D engine

Built with C++20 and Vulkan for real-time path tracing, game prototypes, and AI-native workflows.

gkNextRenderer · still.glb
427 FPS (2.34ms)PathTracing + SHARCVRAM: 978 MiB
gkNextRenderer · still.glb
Still Scene
Outdoor natural lighting · Physical PBR · 1/2spp hardware path tracing
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Core Architecture

Why choose gkNextEngine?

An uncompromising personal R&D playground. Guided by modern graphics standards and runtime performance constraints to deliver an AI-friendly next-gen engine.

Real-Time Path Tracing & Hybrid

Targeted at true runtime 1/2spp path tracing with the perfect balance of fidelity and frame rates.

  • SHARC world radiance cache & ReSTIR DI direct lighting resampling
  • NVIDIA DLSS / DLSS-RR / FSR / SGSR2 upscaling and reconstruction
  • Seamless pipeline hot-switching: PathTracing & deferred rasterizer
  • PlayCanvas Gaussian Splatting (SOG) coexists with meshes in one frame

Modern GPU Architecture & Lean Core

Strictly constrained first-party Core under 50k LOC for maximum runtime throughput.

  • Fully bindless resource indexing with tens of thousands of instances in a single Draw
  • Visibility Buffer and soft Mesh Shader geometry pipeline
  • entt ECS + Reflection layer: unified runtime, editor properties, and scripts
  • Deep Jolt Physics integration for collision, rigid bodies, and character actors

AI Native Structured Assets & Verification

Empower AI with parseable, editable, and automatable 3D assets and runtime feedback.

  • Native OpenSCAD DSL, LDraw (LEGO), and glTF 2.0 parsing
  • Declarative input driver scripts (.agentscript.json) with automated assertions
  • Hidden window fast snapshot & visual regression testing (gnb shot)
  • Integrated local llama.cpp / Gemma inference service for in-game NPC decisions

Unified Toolchain & Remote Play

Single entry point for full lifecycle across desktop and mobile platforms.

  • Unified gnb CLI: manages setup, build, run, test, and packaging
  • Cross-platform parity: Windows, Linux, macOS, Android, and iOS
  • WebRTC Remote Play: zero-install 60FPS streaming in browser
  • Tracy CPU/GPU timeline & Superluminal profiling integration
Prototypes & Ecosystem

15+ Subprojects & Gameplay Prototypes

More than a rendering engine: a rich testbed for game mechanics and content pipelines, sharing unified ECS, physics, and rendering foundations.

✈️ AirportSim
Simulation

✈️ AirportSim

Airport Ecology & Agent Decisions

Validates SCAD-described POIs, passenger queues, NavGrid A* pathfinding, and local LLM agent decisions.

A* PathfindingLLM AgentSCAD POIQueue Sim
🧱 MagicaLego
Voxel Assembly

🧱 MagicaLego

Digital Brick Physics Playground

Voxel and LEGO style scene building and physics mechanics with raycast grabbing and stud snapping.

Jolt PhysicsVoxel BuildingLGEO MaterialRaycast
🥔 Brotato3D
Survival Shooter

🥔 Brotato3D

Top-Down 3D Horde Shooter

Top-down horde survival shooter validating massive wave spawns, high-performance object pools, and weapon skills.

Horde PoolingSkill SystemJolt PhysicsC# Script
🧩 BrickPlayer
LDraw LEGO

🧩 BrickPlayer

LDraw Standard Prototype

Digital LEGO brick parser conforming to official LDraw specs, mapping colors to PBR materials with assembly semantics.

LDraw SpecPBR PalettePart SnappingProcedural
📐 ScadStudio
OpenSCAD

📐 ScadStudio

Procedural DSL Modeling & Eval

Embedded OpenSCAD DSL parser and evaluator, powered by Manifold CSG operations and ScadRig bone hierarchies.

OpenSCADManifold CSGScadRigFreeType Text
🛠️ gkNextEditor
Comprehensive Editor

🛠️ gkNextEditor

Material Node Graph & Debugging

ImGui and entt::meta reflection editor supporting material node authoring, real-time cvar tuning, and Play-in-Editor.

ImGui EditorMaterial GraphsPIE Modeentt Meta
🏢 StudioSim / CitySolSim
Sim Strategy

🏢 StudioSim / CitySolSim

Studio & City Simulation

Validates local LLM event generation, employee daily routines, SCAD procedural offices, and career palettes.

LLM EventsCity SimScadRig CareersAI FSM
🧟 NextDayZ
Survival Combat

🧟 NextDayZ

Exploration & AI Behavior Trees

Character locomotion, NavGrid A* pathfinding, hostile AI behavior trees, and third-person combat prototypes.

Behavior TreeNavGrid A*LocomotionCombat
⚔️ NextTotalWar / NextRA
Legion RTS

⚔️ NextTotalWar / NextRA

Massive Tactics & Lockstep Sync

Massive army formation tactics simulation and deterministic Lockstep replay validation with millions of units.

Lockstep SyncLegion FormationsReplay ParityGPU-Driven
Performance & Efficiency

Performance & GPU Throughput

Performance is a primary constraint. Leveraging Bindless, GPU-Driven single Draw culling, radiance caching, and sparse residency for extreme throughput within tight VRAM budgets.

420+ FPS
1/2spp Hardware Path Tracing
RTX 5070 Ti · 720p PBR Material Benchmark
1,600+ FPS
Deferred Rasterization
SoftwareModern high-speed ambient-free pipeline
< 1,000 MiB
VRAM Footprint Control
Sparse residency & on-demand radiance caching
34,000+ Draws
Massive Asteroid GPU Single Draw
5.4M+ frustum triangles culled on GPU hardware
Representative Benchmark Data (RTX 5070 Ti / 720p Baseline)
Vulkan 1.4 · Driver 596.49 · 3s warmup + 3s sampling
ScenePipelineFrame TimeFPSVRAMDraws (Culled / Total)Triangles (Culled / Total)
MaterialShowcasePathTracing2.342 ms427978 MiB15 / 1513,862 / 13,862
MaterialShowcaseSoftwareModernNoAmbient0.619 ms1,614925 MiB15 / 1513,542 / 13,542
LightingShowcasePathTracing2.836 ms353978 MiB9 / 94,953 / 4,953
LightingShowcaseSoftwareModernNoAmbient0.707 ms1,414925 MiB5 / 52,881 / 2,881
KilometerWorldPathTracing1.651 ms606925 MiB401 / 1,7804,789 / 21,362
MassiveAsteroidBeltPathTracing2.089 ms4791,192 MiB34,265 / 67,7862.73M / 5.42M
One Command to Rule

Single-Command Toolchain, Ready in Minutes

All platforms orchestrated uniformly by gnb CLI. Environment diagnostics, dependency setup, compilation, tests, and packaging in one line.

# 1. Clone repository
git clone https://github.com/gameknife/gkNextEngine.git
cd gkNextEngine

# 2. One-click setup (auto downloads Vulkan SDK 1.4 + Slang + vcpkg)
./gnb.bat setup

# 3. Fast incremental build for core targets (gkNextRenderer + gkNextUnitTests)
./gnb.bat build

# 4. Run main renderer
./gnb.bat run gkNextRenderer
Ecosystem & Tech Stack

Standing on the Shoulders of Great Graphics OSS

Carefully curated industry-leading, modular, modern C++20 and graphics libraries.

Graphics & Hardware
Vulkan 1.4Modern cross-platform graphics API
SlangModular shaders & Ray Query
SDL3Windowing, events & contexts
GLM / MeshOptMath routines & mesh optimization
Architecture & Physics
enttHigh-performance ECS & reflection
Jolt PhysicsRigid body & character simulation
ImGuiIntegrated editor & node graphs
TracyNanosecond CPU/GPU profiling
Content Pipelines
OpenSCAD / ManifoldDSL procedural CSG geometry
LDraw / LGEODigital LEGO spec & physical PBR
Gaussian SplattingPlayCanvas SOG co-rendering
TinyGLTF / DracoglTF 2.0 scene importing
Scripting & AI
C# (.NET CoreCLR/AOT)Dual-backend high performance scripting
llama.cpp / GemmaLocal LLM inference & agent decisions
RmlUiHTML/CSS UI engine
WebRTC / Vulkan VideoRemote Play in browser
Open Source & Freedom to Create
gkNextEngine codebase is released under the MIT License. Free for research, prototyping, and creative derivative works.

Released under the MIT License · Personal R&D Engine Playground