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rx: render experience

A standalone real-time rendering engine, extracted from the recreation project. rx is the part of that engine with nothing to do with Bethesda games: the renderer, the asset pipeline, ECS, physics, animation and audio, plus a small viewer runtime in place of the game.

material palette
The material palette: 30 named pbr presets, one cell each

Documentation

Quick start (Linux)

git submodule update --init                            # third_party/equilibrium
git clone https://github.com/Force67/kinema ../kinema  # animation runtime (sibling)
tools/get_jolt.sh                                      # physics (optional but recommended)
tools/get_fidelityfx.sh; tools/get_nrd.sh; tools/get_dlss.sh  # optional
cmake --preset linux
cmake --build build/linux
build/linux/runtime/rx --demo cornell

Other entry points: rx --gltf <scene>, rx --usd <stage>, rx --scene <file.rxscene> and --demo <id> (41 of them, from cornell and strands to the shooter gallery and the character lookdev bench). The editor builds with -DRX_BUILD_EDITOR=ON.

Requirements

  • CMake 3.24+, a C++23 compiler, dxc and slangc, SDL3.
  • Vulkan headers, volk and VMA are pinned and fetched by CMake.
  • On NixOS use the dev shell (nix develop), which also provides vkrun (host NVIDIA driver bridging) and swrun (headless lavapipe software path).

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rx (render experience): a modern game engine

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