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The Forge

v1.58

Cross-platform rendering framework used in AAA game development, supporting Vulkan, DX12, and Metal

RasterizationRay Tracing
C/C++
Apache-2.0
Active
GPU: Vulkan, Metal, DirectX
Stars
4.8k
Latest Release1.58
Release DateNov 2024
Contributors55
Forks620
At a Glance
Technique
Rasterization, Ray Tracing
Language
C/C++
License
Apache-2.0
Platforms
Linux
macOS
Windows
iOS
Android
GPU Support
Yes (Vulkan, Metal, DirectX)
CPU Support
No
Scene Formats
glTF, GLB, OBJ, Custom
Output Formats
Framebuffer, PNG
First Release
Aug 2017
Latest Release
1.58 — Nov 2024
Best For
Experienced graphics engineers building cross-platform rendering pipelines for games or visualization tools that need to ship on PC, console, and mobile from a single codebase

Development Activity

4.8k
Stars
1.58
1 year ago
55
Contributors
View on GitHub

Overview

Best for

Experienced graphics engineers building cross-platform rendering pipelines for games or visualization tools that need to ship on PC, console, and mobile from a single codebase

Not ideal for

Solo developers, small teams, or beginners looking for a ready-to-use game engine with visual editing tools and approachable documentation

Strengths

  • Proven in shipped AAA titles including Supergiant Games' Hades and Hades II — the only open-source rendering framework with this level of commercial game validation
  • True cross-platform GPU API covering Vulkan, DirectX 12, Metal, and console-specific backends (PlayStation, Xbox, Nintendo Switch) from a single codebase
  • FSL (Forge Shading Language) enables writing shaders once for all backends, eliminating the maintenance burden of separate HLSL, MSL, and GLSL codebases
  • GPU-driven rendering architecture with compute-based culling, indirect drawing, and asynchronous resource management designed for maximum hardware utilization
  • Exceptionally thorough automated test suite running across multiple GPU architectures, providing confidence in cross-platform correctness

Limitations

  • Steep learning curve — the framework is designed for experienced graphics engineers and the codebase is large, requiring significant ramp-up time
  • Not a complete game engine — no built-in editor, physics engine, audio system, or scripting runtime; purely a rendering and OS abstraction framework
  • Console support (PlayStation, Xbox, Nintendo Switch) requires NDA access to respective platform SDKs and is unavailable in the public open-source version
  • Documentation is sparse relative to the framework's complexity — learning requires reading extensive example code, unit tests, and release notes
  • The custom build system and project structure add friction for new contributors who are accustomed to standard CMake workflows

Background

The Forge is a cross-platform rendering framework developed by Confetti Interactive, led by Wolfgang Engel and his team of veteran graphics engineers. Unlike most open-source rendering projects, The Forge has been deployed in shipped AAA titles — most notably Supergiant Games' Hades and Hades II — giving it a level of production validation that is rare in the open-source rendering ecosystem. The framework provides a unified low-level rendering API that abstracts over Vulkan, DirectX 12, Metal, and console-specific APIs (GNM/GNMX for PlayStation, proprietary APIs for Xbox and Nintendo Switch behind NDA).

The Forge's architecture centers on GPU-driven rendering pipelines, with extensive support for indirect drawing, compute-based culling, and asynchronous resource management. It includes FSL (Forge Shading Language), a custom cross-platform shader language that compiles to all supported backends, eliminating the need to maintain separate HLSL, MSL, and GLSL shader codebases. The framework also provides an OS abstraction layer, a custom memory allocator, font rendering, a UI system, and comprehensive profiler integration.

As a rendering framework rather than a game engine, The Forge intentionally excludes physics, audio, scripting, and scene editing. It targets experienced graphics engineers who are building their own engine or rendering pipeline and need a proven, production-quality GPU abstraction. The project maintains an extensive automated test suite that runs across multiple GPU architectures, and its release cadence follows a continuous improvement model with frequent updates. Console support is available under NDA from the respective platform holders.

Quick Start

git clone https://github.com/ConfettiFX/The-Forge

Community & Resources

Performance Benchmarks

No benchmark data available for The Forge yet.

Benchmarks will be added as more renderers are tested across our standard scene suite.

Learn about our methodology