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MacOS support is experimental, and requires Vulkan SDK (it includes MoltenVK).\n  - Wayland is untested and may have some edge cases.\n- Vulkan 1.1+ capable GPU, loader, and driver.\n- C++ runtime.\n\n### Build time\n\n- All runtime requirements, and:\n- C++20 compiler and standard library*.\n- CMake 3.22+.\n- (Optional but highly recommended) Vulkan SDK and/or validation layers.\n  - Android validation layers are downloaded by the example, feel free to copy them / the script into your project.\n  - `bave` vendors Vulkan headers and loads functions at runtime, so the SDK / loader is not needed at build time.\n\n\u003e _*Usage of C++20 library features currently unsupported on Android NDK and MacOS clang (eg `std::format`, `std::ranges`, etc) has been avoided throughout bave._\n\n## Example\n\nSee [example](example) for an app that's designed to target Android while being developed on the desktop. \n\n## Tools\n\nhttps://github.com/karnkaul/bave/assets/16272243/58a515b6-c6f0-40da-b433-f753bba38a29\n\n`bave-tools` (desktop only) includes some utilities to edit texture atlases, nine slices, and sprite animations.\n\n","funding_links":[],"categories":[],"sub_categories":[],"project_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fkarnkaul%2Fbave","html_url":"https://awesome.ecosyste.ms/projects/github.com%2Fkarnkaul%2Fbave","lists_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fkarnkaul%2Fbave/lists"}