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.
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| The material palette: 30 named pbr presets, one cell each |
- Authoring scenes: the
.rxscenetext format,--dump-schema,--validate,--shot - Character rendering
- Hair
- Slang in the shader pipeline, OpenUSD loading, OpenPBR Surface
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 cornellOther 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.
- 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 providesvkrun(host NVIDIA driver bridging) andswrun(headless lavapipe software path).
