Core
Graphics
Graphics API
Low-level SPI that all backends implement — RenderDevice, descriptors, command buffers, and pipeline state.
Graphics Common
High-level rendering engine — Renderer, ShaderManager, material system, mesh handling, and render graph orchestration.
Graphics Backend
OpenGL Backend
OpenGL 4.5 DSA backend — direct state access, bindless resources, and full pipeline implementation.
Vulkan Backend
Vulkan backend with explicit memory management, command pools, and SPIR-V shader pipeline.
WebGPU Backend
WebGPU backend for browser and native — WGSL shaders, modern GPU API, runs on desktop and web.
Platform
Desktop Platform
Opinionated desktop assembly — filesystem asset sources, native Slang, LWJGL windowing, JVM deployment.
Web Platform
Opinionated web assembly — fetch-based asset sources, Slang WASM, TeaVM compilation, browser deployment.
Provider
Assimp Asset Loader
Asset loading via Assimp — imports 40+ 3D model formats (OBJ, FBX, glTF, etc.) through Java FFM bindings.
GLFW Windowing
GLFW windowing provider via LWJGL — window creation, input handling, and OpenGL/Vulkan context management.
LWJGL OpenGL Provider
LWJGL bindings for the OpenGL backend — native OpenGL 4.5 access on desktop platforms.
LWJGL Vulkan Provider
LWJGL bindings for the Vulkan backend — native Vulkan access on desktop platforms.
SDL3 Windowing
SDL3 windowing provider — cross-platform window creation and input via Java FFM bindings.
Slang Shader Compiler
Slang shader compilation provider — write shaders once, compile to GLSL, SPIR-V, or WGSL per backend.
jWebGPU Provider
Native WebGPU bindings for desktop — uses Dawn/wgpu for WebGPU on JVM without a browser.