GpuScript is a high-speed app engine and drawing library.
The primary technology used is Vulkan, which is a low-level graphics card API that is cross-platform and cross-hardware.
Vulkan is well known for being powerful but difficult to use.
We’ve spent years analyzing many different open source Vulkan frameworks and carefully considered their strengths and weaknesses. Often:
- They are specific to only one platform, often Windows or Linux
- Are not tested regularly, so are out of date with the latest Vulkan builds
- They are draw platform generic (for example including OGL and Metal interfaces) which leads to a ton of complexity
So, we’ve done a mash-up of the very best Vulkan frameworks and adapted them to work well with:
- GLFW to simplify window management and events across platforms
- Windows, Mac, and Linux through tons of testing and native code (for example file open dialogues)
- CMake so that there is a simple standardized process to compile across platforms
- Well known shader repositories like Shadertoy so it’s easy to grab example code and experiment
The end result is a Vulkan platform that is very flexible for whatever you need:
- For the beginner there’s tons of tutorials and diagrams for a great out of box experience
- For the expert it’s easy to rip apart and change well tested, templated and documented code
GpuScript also includes a powerful adaptive user interface which has many features:
- It’s easy to make complex application layouts in a few lines of code
- Window pane management is simplified so it adaptively resizes based on constraints.
- Window panes can be: fixed, percentage based, floating and draggable
- Hierarchical panes can be contained within other panes, and tutorials show how to make standard UI patterns found in major applications
