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License: MIT Supported platforms: Linux

GitHub milestone details GitHub milestone details GitHub milestone details

⚠️ Development Status: Nyar is currently in active, experimental development with no stable release. It serves primarily as a learning ground and playground for exploring real-time rendering Vulkan architecture and modern C++20/23 features. APIs are highly subject to change.

Nyar: A Vulkan real-time renderer

This project is designed to work as a separate module for the Nodens framework. Its design and implementation draw from established principles in real-time rendering and modern engine architecture and tools (e.g. Slang shaders, dynamic rendering, etc.)

  • Immediate Goal: Follow and complete the official Khronos Vulkan "Drawing a triangle" tutorial to establish a solid baseline.
  • Future Direction: Incrementally refactor and morph the working tutorial code into a dedicated renderer API.

Development Environment

Nyar uses EldritchCodex's shared Linux graphics image through .devcontainer/devcontainer.json:

ghcr.io/eldritchcodex/arch-dev:main

Open Nyar in Zed or Visual Studio Code, then reopen it in the Dev Container. NVIDIA hosts need a working host driver and NVIDIA Container Toolkit. Intel/AMD hosts use the /dev/dri configuration. See the Nodens toolchain guide for GPU setup details.

References

  • Akenine-Möller, T., Haines, E., Hoffman, N., Pesce, A., Iwanicki, M., & Hillaire, S. (2019). Real-time rendering (Fourth edition). CRC Press.
  • Castorina, M., & Sassone, G. (2023). Mastering graphics programming with vulkan: Develop a modern rendering engine from first principles to state-of-the-art techniques. Packt Publishing.
  • Eisemann, E. (Ed.). (2012). Real-time shadows. CRC Press.
  • Gregory, J. (2019). Game engine architecture (Third edition). CRC Press, Taylor & Francis Group.
  • Lengyel, E. (2019). Foundations of game engine development. Volume 2: Rendering. Terathon Software LLC.
  • Marrs, A., Shirley, P., & Wald, I. (Eds.). (2021). Ray Tracing Gems II: Next Generation Real-Time Rendering with DXR, Vulkan, and OptiX. Apress. https://doi.org/10.1007/978-1-4842-7185-8
  • Pharr, M., Jakob, W., & Humphreys, G. (2017). Physically based rendering: From theory to implementation (Third edition). Morgan Kaufmann Publishers/Elsevier. https://www.pbr-book.org/
  • Vulkan Documentation: Vulkan Documentation Project. (n.d.). Retrieved August 31, 2026, from https://docs.vulkan.org/spec/latest/index.html
  • Woo, A. P., Pierre. (2019). Shadow Algorithms Data Miner. CRC PRESS.

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A C++23 Vulkan-based real-time renderer plugin for Nodens.

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