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

An uncompromising personal R&D playground. Guided by modern graphics standards and runtime performance constraints to deliver an AI-friendly next-gen engine.
Targeted at true runtime 1/2spp path tracing with the perfect balance of fidelity and frame rates.
Strictly constrained first-party Core under 50k LOC for maximum runtime throughput.
Empower AI with parseable, editable, and automatable 3D assets and runtime feedback.
Single entry point for full lifecycle across desktop and mobile platforms.
More than a rendering engine: a rich testbed for game mechanics and content pipelines, sharing unified ECS, physics, and rendering foundations.

Validates SCAD-described POIs, passenger queues, NavGrid A* pathfinding, and local LLM agent decisions.
./gnb.sh run AirportSim
Voxel and LEGO style scene building and physics mechanics with raycast grabbing and stud snapping.
./gnb.sh run MagicaLego
Top-down horde survival shooter validating massive wave spawns, high-performance object pools, and weapon skills.
./gnb.sh run Brotato3D
Digital LEGO brick parser conforming to official LDraw specs, mapping colors to PBR materials with assembly semantics.
./gnb.sh run BrickPlayer
Embedded OpenSCAD DSL parser and evaluator, powered by Manifold CSG operations and ScadRig bone hierarchies.
./gnb.sh run ScadStudio
ImGui and entt::meta reflection editor supporting material node authoring, real-time cvar tuning, and Play-in-Editor.
./gnb.sh run gkNextEditor
Validates local LLM event generation, employee daily routines, SCAD procedural offices, and career palettes.
./gnb.sh run StudioSim
Character locomotion, NavGrid A* pathfinding, hostile AI behavior trees, and third-person combat prototypes.
./gnb.sh run NextDayz
Massive army formation tactics simulation and deterministic Lockstep replay validation with millions of units.
./gnb.sh run NextTotalwarPerformance is a primary constraint. Leveraging Bindless, GPU-Driven single Draw culling, radiance caching, and sparse residency for extreme throughput within tight VRAM budgets.
| Scene | Pipeline | Frame Time | FPS | VRAM | Draws (Culled / Total) | Triangles (Culled / Total) |
|---|---|---|---|---|---|---|
| MaterialShowcase | PathTracing | 2.342 ms | 427 | 978 MiB | 15 / 15 | 13,862 / 13,862 |
| MaterialShowcase | SoftwareModernNoAmbient | 0.619 ms | 1,614 | 925 MiB | 15 / 15 | 13,542 / 13,542 |
| LightingShowcase | PathTracing | 2.836 ms | 353 | 978 MiB | 9 / 9 | 4,953 / 4,953 |
| LightingShowcase | SoftwareModernNoAmbient | 0.707 ms | 1,414 | 925 MiB | 5 / 5 | 2,881 / 2,881 |
| KilometerWorld | PathTracing | 1.651 ms | 606 | 925 MiB | 401 / 1,780 | 4,789 / 21,362 |
| MassiveAsteroidBelt | PathTracing | 2.089 ms | 479 | 1,192 MiB | 34,265 / 67,786 | 2.73M / 5.42M |
./gnb.sh run gkNextMotionBenchmark --benchmark-config assets/configs/motion_benchmark.example.jsonAll 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 gkNextRendererCarefully curated industry-leading, modular, modern C++20 and graphics libraries.