gkNextEngine Documentation
Welcome to the gkNextEngine official documentation. gkNextEngine is a cross-platform 3D game engine and rendering playground built with modern C++20 and Vulkan, focusing on lean architecture, real-time path tracing, modern GPU pipelines, and AI Native automated verification.
🗺️ Documentation Roadmap
🚀 Getting Started
Prerequisites, unified gnb CLI toolchain, cross-platform build, run commands, and WebRTC Remote Play.
Read Guide →
⚡ Architecture & Pipelines
Core modular architecture, fully bindless resource management, GPU-driven single draw culling, and multi-pipeline switching.
Read Design →
🤖 AI Agent & Verification
Structured 3D assets (SCAD/LDraw), declarative test scripts, hidden-window fast validation, and local LLM loops.
Read Guide →
🎮 C# Managed Scripting
Dual backend architecture (CoreCLR hot reload + NativeAOT), ECS component access via reflection, and Play-in-Editor (PIE).
Read Tutorial →
📐 OpenSCAD Pipeline
Embedded OpenSCAD DSL parser, Manifold CSG geometry evaluation, and ScadRig procedural character rigging.
Read Pipeline →
🧩 15+ Subprojects
Detailed overview of AirportSim, MagicaLego, Brotato3D, ScadStudio, gkNextEditor, and more.
View List →
💡 Quick Commands
bash
# 1. Check environment and host tools
./gnb.sh doctor
# 2. Setup dependencies and SDKs (auto downloads Vulkan SDK + Slang + vcpkg)
./gnb.sh setup
# 3. Build core target (gkNextRenderer + gkNextUnitTests)
./gnb.sh build
# 4. Run main renderer or editor
./gnb.sh run gkNextRenderer
./gnb.sh run gkNextEditor