{"id":563,"url":"https://github.com/vinjn/awesome-vulkan","last_synced_at":"2025-04-11T05:13:45.905Z","repository":{"id":37359289,"uuid":"51843752","full_name":"vinjn/awesome-vulkan","owner":"vinjn","description":"Awesome Vulkan ecosystem","archived":false,"fork":false,"pushed_at":"2024-06-21T03:59:30.000Z","size":407,"stargazers_count":3430,"open_issues_count":3,"forks_count":281,"subscribers_count":181,"default_branch":"master","last_synced_at":"2025-04-11T05:13:41.686Z","etag":null,"topics":["amd","arm","khronos","nvidia","opengl","qualcomm","vulkan","vulkan-api","vulkan-libraries"],"latest_commit_sha":null,"homepage":"https://vinjn.github.io/awesome-vulkan/","language":null,"has_issues":true,"has_wiki":null,"has_pages":null,"mirror_url":null,"source_name":null,"license":null,"status":null,"scm":"git","pull_requests_enabled":true,"icon_url":"https://github.com/vinjn.png","metadata":{"files":{"readme":"README.md","changelog":null,"contributing":"CONTRIBUTING.md","funding":null,"license":null,"code_of_conduct":"code-of-conduct.md","threat_model":null,"audit":null,"citation":null,"codeowners":null,"security":null,"support":null,"governance":null,"roadmap":null,"authors":null,"dei":null,"publiccode":null,"codemeta":null}},"created_at":"2016-02-16T14:50:03.000Z","updated_at":"2025-04-10T13:38:31.000Z","dependencies_parsed_at":"2024-01-05T20:13:14.400Z","dependency_job_id":"18a2dcc9-f1c0-4dee-82ad-135089b750a7","html_url":"https://github.com/vinjn/awesome-vulkan","commit_stats":null,"previous_names":[],"tags_count":0,"template":false,"template_full_name":null,"repository_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/vinjn%2Fawesome-vulkan","tags_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/vinjn%2Fawesome-vulkan/tags","releases_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/vinjn%2Fawesome-vulkan/releases","manifests_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/vinjn%2Fawesome-vulkan/manifests","owner_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/owners/vinjn","download_url":"https://codeload.github.com/vinjn/awesome-vulkan/tar.gz/refs/heads/master","host":{"name":"GitHub","url":"https://github.com","kind":"github","repositories_count":248345268,"owners_count":21088245,"icon_url":"https://github.com/github.png","version":null,"created_at":"2022-05-30T11:31:42.601Z","updated_at":"2022-07-04T15:15:14.044Z","host_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub","repositories_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories","repository_names_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repository_names","owners_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/owners"}},"keywords":["amd","arm","khronos","nvidia","opengl","qualcomm","vulkan","vulkan-api","vulkan-libraries"],"created_at":"2024-01-05T20:12:58.318Z","updated_at":"2025-04-11T05:13:45.871Z","avatar_url":"https://github.com/vinjn.png","language":null,"readme":"# Awesome Vulkan [![Awesome](https://cdn.rawgit.com/sindresorhus/awesome/d7305f38d29fed78fa85652e3a63e154dd8e8829/media/badge.svg)](https://github.com/sindresorhus/awesome)\n\n\u003cimg src=\"https://raw.githubusercontent.com/SaschaWillems/Vulkan/master/images/vulkanlogoscene.png\" alt=\"Vulkan demo scene\" height=\"256px\"\u003e\n\nA curated list of awesome Vulkan libraries, debuggers and resources. Inspired by [awesome-opengl](https://github.com/eug/awesome-opengl) and other awesome-... stuff.\n\n* **[Hardware Support](#hardware-support)**\n* **[SDK](#sdk)**\n* **[IHV Document](#document)**\n* **[Tutorial](#tutorial)**\n* **[Apps](#apps)**\n* **[Samples](#samples)**\n* **[Libraries](#libraries)**\n* **[Bindings](#bindings)**\n* **[Tools](#tools)**\n* **[Books](#books)**\n* **[Papers](#papers)**\n* **[Khronos](#khronos)**\n* **[Community](#community)**\n\n## Hardware Support\n*  [gpuinfo](http://vulkan.gpuinfo.org/) - Vulkan Hardware Database by Sascha Willems\n*  [Khronos](https://www.khronos.org/vulkan)\n*  [NVIDIA](https://developer.nvidia.com/Vulkan)\n    *  [Driver for Desktop](https://developer.nvidia.com/vulkan-driver)\n    *  [Driver for Android](https://developer.nvidia.com/vulkan-android)\n    *  [Driver for Linux for Tegra (L4T)](https://developer.nvidia.com/embedded/vulkan)\n*  [AMD](http://www.amd.com/en-gb/innovations/software-technologies/technologies-gaming/vulkan)\n    *  [Open-source Driver](https://github.com/GPUOpen-Drivers/AMDVLK)\n*  [Imagination](https://www.imgtec.com/developers/powervr-sdk-tools/)\n*  Intel\n    *  [Open-source Driver](https://01.org/linuxgraphics/blogs/jekstrand/2016/open-source-vulkan-drivers-intel-hardware/)\n    *  [Driver for Windows](https://software.intel.com/en-us/blogs/2016/03/14/new-intel-vulkan-beta-1540204404-graphics-driver-for-windows-78110-1540)\n*  [Qualcomm](https://developer.qualcomm.com/software/adreno-gpu-sdk/gpu)\n*  Arm\n    *  [Mali GPU Best Practices](https://developer.arm.com/solutions/graphics/developer-guides/mali-gpu-best-practices)\n\n## SDK\n*  [For Windows \u0026 Linux](https://vulkan.lunarg.com/signin)\n*  [For Android](https://developer.android.com/ndk/guides/graphics/index.html)\n\n## Document\n*  [AMD](http://gpuopen.com/tag/vulkan/)\n    *  [Vulkan barriers explained](http://gpuopen.com/vulkan-barriers-explained/)\n    *  [Vulkan Fast Paths](https://gpuopen.com/wp-content/uploads/2016/03/VulkanFastPaths.pdf)\n    *  [Let Your Game Shine – Optimizing DirectX 12 and Vulkan Performance with AMD CodeXL\t](https://gpuopen.com/wp-content/uploads/2016/03/Let_your_game_shine_optimizing_DirectX-12_and_Vulkan-performance_with_AMD_CodeXL.pdf)\n    *  [D3D12 \u0026 Vulkan: Lessons Learned\t ](https://gpuopen.com/wp-content/uploads/2016/03/d3d12_vulkan_lessons_learned.pdf)\n    *  [Say Hello to a New Rendering API in Town!](http://gpuopen.com/say-hello/)\n    *  [Vulkan Renderpasses](http://gpuopen.com/vulkan-renderpasses/)\n    *  [Performance tweets series: Barriers, fences, synchronization](http://gpuopen.com/performance-tweets-series-barriers-fences-synchronization/)\n    *  [Using the Vulkan™ Validation Layers](http://gpuopen.com/using-the-vulkan-validation-layers/)\n    *  [Most common mistakes in Vulkan apps](https://gpuopen.com/wp-content/uploads/2016/05/Most-common-mistakes-in-Vulkan-apps.pdf)\n\t*  [Vulkan Device Memory](http://gpuopen.com/vulkan-device-memory/)\n*  [NVIDIA](https://developer.nvidia.com/taxonomy/term/586)\n    * [Vulkan Device-Generated Commands](https://developer.nvidia.com/device-generated-commands-vulkan)\n    * [Getting Vulkan Ready For VR](https://developer.nvidia.com/getting-vulkan-ready-vr)\n    * [GPU-Driven Rendering](http://on-demand.gputechconf.com/gtc/2016/presentation/s6138-christoph-kubisch-pierre-boudier-gpu-driven-rendering.pdf)\n    * [GDC 16 - High-performance, Low-Overhead Rendering with OpenGL and Vulkan](http://developer.download.nvidia.com/gameworks/events/GDC2016/mschott_lbishop_gl_vulkan.pdf)\n    * [GDC 16 - Vulkan and NVIDIA – The Essentials](http://developer.download.nvidia.com/gameworks/events/GDC2016/Vulkan_Essentials_GDC16_tlorach.pdf)\n    * [Engaging the Voyage to Vulkan](https://developer.nvidia.com/engaging-voyage-vulkan)\n    * [Vulkan Shader Resource Binding](https://developer.nvidia.com/vulkan-shader-resource-binding)\n    * [Vulkan Memory Management](https://developer.nvidia.com/vulkan-memory-management)\n    * [OpenGL like Vulkan](https://developer.nvidia.com/opengl-vulkan)\n    * [Transitioning from OpenGL to Vulkan](https://developer.nvidia.com/transitioning-opengl-vulkan)\n    * [Siggraph 15 talk - Vulkan on NVIDIA GPUs](http://on-demand.gputechconf.com/siggraph/2015/presentation/SIG1501-Piers-Daniell.pdf)\n*  [Arm](https://developer.arm.com/solutions/graphics/apis/vulkan)\n    * [Vulkan Best Practice for Mobile Developers Tutorials](https://github.com/ARM-software/vulkan_best_practice_for_mobile_developers)\n    * [Vulkan's Key Features on Arm Architecture](https://developer.arm.com/-/media/Files/pdf/graphics-and-multimedia/Vulkan%20API%20key%20features%20on%20ARM%20architecture.pdf)\n    * [Porting a Graphics Engine to the Vulkan API](https://community.arm.com/groups/arm-mali-graphics/blog/2016/02/16/porting-a-graphics-engine-to-the-vulkan-api)\n    * [Get Your Engine Ready for Vulkan on Mobile](https://developer.arm.com/-/media/Files/pdf/graphics-and-multimedia/Get%20Your%20Engine%20Ready%20for%20Vulkan%20on%20Mobile.pdf)\n    * [Multi-Threading in Vulkan](https://community.arm.com/groups/arm-mali-graphics/blog/2016/04/19/massively-multi-thread-for-vulkan)\n    * [Mali Vulkan SDK Tutorials](https://developer.arm.com/products/software/mali-sdks/vulkan) and [Slides](https://developer.arm.com/graphics/vulkan/vulkan-tutorials)\n* Intel\n    * [API without Secrets: Introduction to Vulkan](https://github.com/GameTechDev/IntroductionToVulkan) [[LICENSE](https://github.com/GameTechDev/IntroductionToVulkan/blob/master/license.txt)]\n        * [Part 1: The Beginning](https://software.intel.com/en-us/api-without-secrets-introduction-to-vulkan-part-1)\n        * [Part 2: Swap Chain](https://software.intel.com/en-us/api-without-secrets-introduction-to-vulkan-part-2)\n        * [Part 3: First Triangle](https://software.intel.com/en-us/api-without-secrets-introduction-to-vulkan-part-3)\n        * [Part 4: Vertex Attributes](https://software.intel.com/en-us/articles/api-without-secrets-introduction-to-vulkan-part-4)\n* [Imagination](http://blog.imgtec.com/tag/vulkan)\n    * [Efficient Rendering with Vulkan on PowerVR](https://imagination-technologies-cloudfront-assets.s3.amazonaws.com/idc-docs/gdc16/6_Efficient%20rendering%20with%20Vulkan%20on%20PowerVR.pdf)\n    * [Migrating to Vulkan with the New PowerVR Graphics Framework](https://www.imgtec.com/webinar/migrating-to-vulkan-with-the-powervr-framework/)\n    * [Migrating from OpenGLES to Vulkan](https://www.imgtec.com/downloads/download-info/migrating-from-opengl-es-to-vulkan/)\n* Samsung\n    * [Siggraph 2016 - Best Practices for Mobile](https://community.arm.com/cfs-file/__key/telligent-evolution-extensions-calendar-calendarfiles/00-00-00-00-05/2_2D00_mmg_2D00_siggraph2016_2D00_best_2D00_practice_2D00_andrew.pdf)\n    * [Vulkan Usage Recommencation](https://developer.samsung.com/game/usage) (for mobile)\n* Epic\n    * [Efficient use of Vulkan on UE4 Mobile](https://community.arm.com/cfs-file/__key/telligent-evolution-extensions-calendar-calendarfiles/00-00-00-00-05/6_2D00_mmg_2D00_siggraph2016_2D00_vulkan_2D00_smedis.pdf)\n* Khronos\n   * [Vulkan Guide](https://github.com/KhronosGroup/Vulkan-Guide)\n* [LunarG](https://lunarg.com)\n    * [Vulkan SDK](https://vulkan.lunarg.com/)\n    * [Vulkan SDK Version Compatibility](https://www.lunarg.com/news-insights/white-papers/vulkan-sdk-version-compatibility/)\n    * [Introducing the New Vulkan Configurator](https://www.lunarg.com/news-insights/white-papers/vulkan-validation-layers/)\n    * [Unified Validation Layer for Vulkan](https://www.lunarg.com/news-insights/white-papers/unified-validation-layer-for-vulkan/)\n    * [Vulkan Synchronization Validation Quick Start Guide](https://www.lunarg.com/news-insights/white-papers/vulkan-synchronization-validation-quick-start-guide/)\n    * [Guide to Vulkan Synchronization Validation](https://www.lunarg.com/news-insights/white-papers/guide-to-vulkan-synchronization-validation/)\n    * [Vulkan GPU-Assisted Validation](https://www.lunarg.com/news-insights/white-papers/vulkan-gpu-assisted-validation/)\n    * [Automatic RelaxedPrecision Decoration and Conversion in Spirv-Opt](https://www.lunarg.com/news-insights/white-papers/automatic-relaxedprecision-decoration-and-conversion-in-spirv-opt/)\n    * [SPIR-V Legalization and Size Reduction with spirv-opt](https://www.lunarg.com/news-insights/white-papers/spir-v-legalization-and-size-reduction-with-spirv-opt/)\n    * [All White Papers](https://www.lunarg.com/vulkan-white-papers/)\n* Community\n    * [VulkanHub](https://vkdoc.net) \n\n## Tutorial\n*  [How to Learn Vulkan](https://www.jeremyong.com/c++/vulkan/graphics/rendering/2018/03/26/how-to-learn-vulkan.html) - Meta post on how to learn Vulkan\n*  [I Am Graphics And So Can You](https://www.fasterthan.life/blog/2017/7/11/i-am-graphics-and-so-can-you-part-1) - Blog post style tutorial for those new to graphics learning Vulkan.\n*  [Vulkan Game Engine Tutorial](https://www.youtube.com/watch?v=Y9U9IE0gVHA) - Tutorial series on making a vulkan game engine by Brendan Galea on YouTube.\n*  [Kohi Game Engine Series](https://www.youtube.com/watch?v=dHPuU-DJoBM\u0026list=PLv8Ddw9K0JPg1BEO-RS-0MYs423cvLVtj) - \"Vulkan Game Engine series, where we make a game engine from the ground up using C and Vulkan\".\n*  [Moving to Vulkan (Khronos UK May16)](https://www.khronos.org/assets/uploads/developers/library/2016-uk-chapter-moving-to-vulkan/Moving-to-Vulkan_Khronos-UK_May16.pdf)\n*  [jhenriques's tutorial](http://jhenriques.net/development.html)\n*  [Lunarg's tutorial](https://vulkan.lunarg.com/doc/sdk/1.0.26.0/windows/tutorial.html)\n*  [Mike Bailey's Vulkan Page](http://web.engr.oregonstate.edu/~mjb/vulkan/) - Provides extensive Vulkan course slides. [CC BY-NC-ND 4.0]\n*  [Qualcomm Video Tutorial Series](https://developer.qualcomm.com/software/adreno-gpu-sdk/tutorial-videos) - Leans more towards Vulkan for mobile devices.\n*  [Raw Vulkan](https://alain.xyz/blog/raw-vulkan) - Overview on how to program a Vulkan application from the ground up.\n* Siggraph\n    * [An overview of next-generation graphics APIs](http://nextgenapis.realtimerendering.com/) - covers Vulkan, D3D12 etc.\n*  [Tutorial by Overv](https://vulkan-tutorial.com/) and [its github repository](https://github.com/Overv/VulkanTutorial). [CC BY-SA 4.0]\n*  [vulkan-sxs](https://github.com/philiptaylor/vulkan-sxs) - explain the Vulkan API step by step and [vulkan-sync](https://github.com/philiptaylor/vulkan-sync) - rephrase Vulkan's requirements on execution dependencies in a more precise form. [MIT]\n*  [Vulkan in 30 minutes](https://renderdoc.org/vulkan-in-30-minutes.html) - by baldurk.\n*  [Vulkan Demos and Tutorials](https://github.com/Z80Fan/VulkanDemos). [MIT]\n*  [Vulkan Guide](https://vkguide.dev). [MIT]\n*  [Vulkan Lecture Series](https://www.youtube.com/playlist?list=PLmIqTlJ6KsE1Jx5HV4sd2jOe3V1KMHHgn) - University lectures by Johannes Unterguggenberger from the Research Unit of Computer Graphics, TU Wien. Covers basic and advanced topics like: Vulkan essentials, the swap chain, resources and descriptors, commands and command buffers, pipelines and stages, real-time ray tracing, and synchronization.\n\n## Apps\n*  [The Talos Principle](http://www.croteam.com/talos-principle-will-support-vulkan-first-screenshot-released/) - by Croteam.\n*  [Dota2](https://github.com/ValveSoftware/Dota-2-Vulkan/) - by Valve.\n*  [Basemark](https://www.basemark.com/blog/basemark-extends-its-benchmarking-lead-with-a-vulkan-performance-test/) - by Basemark.\n*  [GFXBench 5](https://kishonti.net/news_single.jsp?id=31133884) - by Kishonti.\n*  [ProtoStar](https://www.unrealengine.com/blog/epic-games-unveils-protostar-at-samsung-galaxy-unpacked) - by Epic, built with Unreal Engine 4 technology.\n*  [DDraceNetwork](https://github.com/ddnet/ddnet/) - Cooperative 2D platformer with optional [Vulkan backend](https://github.com/ddnet/ddnet/blob/master/src/engine/client/backend/vulkan/backend_vulkan.cpp). - [zlib](https://github.com/ddnet/ddnet/blob/master/license.txt) [website](https://ddnet.tw/)\n*  [Doom](https://en.wikipedia.org/wiki/Doom_(2016_video_game)) - by id Software.\n*  [vkQuake](https://github.com/Novum/vkQuake) - Vulkan Quake port based on QuakeSpasm. [GPL]\n*  [vkQuake2](https://github.com/kondrak/vkQuake2) - id Software's Quake 2 v3.21 with Vulkan support (Windows and Linux). [GPL]\n*  [q2vkpt](https://github.com/cschied/q2vkpt/) - Real-time path tracer VKPT integrated into q2pro Quake 2 client. [gpl]\n*  [Linux port of SteamVR](https://github.com/ValveSoftware/SteamVR-for-Linux) - SteamVR is built on top of the Vulkan API.\n*  [3DMark](https://www.futuremark.com/pressreleases/compare-vulkan-and-directx-12-performance-with-3dmark) - 3DMark API Overhead test.\n*  [Q2RTX](https://github.com/NVIDIA/Q2RTX) - NVIDIA’s implementation of RTX ray-tracing in Quake II. [[LICENSE](https://github.com/NVIDIA/Q2RTX/blob/master/license.txt)]\n\n## Samples\n*  Khronos [Vulkan samples](https://github.com/KhronosGroup/Vulkan-Samples) [[LICENSE](https://github.com/KhronosGroup/Vulkan-Samples/blob/master/LICENSE)]\n*  Sascha Willems's [samples](https://github.com/SaschaWillems/Vulkan) and [Deferred rendering of Sponza](https://github.com/SaschaWillems/VulkanSponza) and his talk of [Khronos_meetup_munich](https://www.saschawillems.de/blog/2016/04/11/khronos-chapter-munich-vulkan-slides/).\n*  (Incomplete) Sascha Willems's [samples port](https://github.com/jvm-graphics-labs/Vulkan) to Kotlin\n*  Sascha Willems's [Vulkan-glTF-PBR](https://github.com/SaschaWillems/Vulkan-glTF-PBR) - physical based rendering with Vulkan using glTF 2.0 models. [MIT]\n*  [Vulkan Best Practice for Mobile Developers Samples](https://github.com/ARM-software/vulkan_best_practice_for_mobile_developers)\n*  Google\n    *  [Android port of LunarG samples](https://github.com/googlesamples/vulkan-basic-samples).\n    *  [android tutorials](https://github.com/googlesamples/android-vulkan-tutorials).\n*  [nvpro-samples](https://github.com/nvpro-samples) - NVIDIA DesignWorks Samples. [[LICENSE](https://github.com/nvpro-samples/gl_vk_threaded_cadscene/blob/master/LICENSE)]\n    *  [gl_vk_chopper](https://github.com/nvpro-samples/gl_vk_chopper) - Simple vulkan rendering example.\n    *  [gl_vk_threaded_cadscene](https://github.com/nvpro-samples/gl_vk_threaded_cadscene) - OpenGL and Vulkan comparison on rendering a CAD scene using various techniques and [the blog](https://developer.nvidia.com/vulkan-opengl-threaded-cad-scene-sample) about it.\n    *  [gl_vk_bk3dthreaded](https://github.com/nvpro-samples/gl_vk_bk3dthreaded) - Vulkan sample rendering 3D with 'worker-threads'.\n    *  [gl_vk_supersampled](https://github.com/nvpro-samples/gl_vk_supersampled) - Vulkan sample showing a high quality super-sampled rendering.\n*  [NVIDIA GameWorks Samples](https://github.com/NVIDIAGameWorks/GraphicsSamples) - GameWorks cross-platform graphics API samples. [[LICENSE](https://github.com/NVIDIAGameWorks/GraphicsSamples/blob/master/license.txt)]\n*  [LunarG's Samples](https://github.com/LunarG/VulkanSamples)\n*  [vkcube](https://github.com/krh/vkcube) - 'vkcube' sample from krh, works under X, wayland and VT console with\ndrm/kms.\n*  [Stardust from Intel](https://github.com/GameTechDev/stardust_vulkan) - The Stardust sample application uses the Vulkan graphics API to efficiently render a cloud of animated particles. [[LICENSE](https://github.com/GameTechDev/stardust_vulkan/blob/master/license.txt)]\n*  [Vulkan Quake port based on QuakeSpasm](https://github.com/Novum/vkQuake).\n*  [C# Samples](https://github.com/FacticiusVir/SharpVk-Samples) - Port of Overv's tutorials to [SharpVk](https://github.com/FacticiusVir/SharpVk) [MIT]\n*  [Vulkan-Forward-Plus-Renderer](https://github.com/WindyDarian/Vulkan-Forward-Plus-Renderer) - VFPR - a Vulkan Forward Plus Renderer. [MIT]\n*  [Laugh Engine](https://github.com/jian-ru/laugh_engine) - Vulkan implementation of real-time PBR renderer.\n*  [tinyrenderers](https://github.com/chaoticbob/tinyrenderers) - Single header implemenations of Vulkan and D3D12 renderers.\n*  [TLVulkanRenderer](https://github.com/trungtle/TLVulkanRenderer) - Simple Vulkan-based renderer for my master thesis on real-time transparency. [CC BY-SA 4.0]\n*  [Vulkan-Hpp Samples](https://github.com/jherico/Vulkan) - Fork of Sascha Willems excellent Vulkan examples that uses Vulkan-Hpp.\n*  [SDF Font Demo](https://github.com/kocsis1david/font-demo) - Text rendering in Vulkan by estimating signed distance. [MIT]\n*  [vulkantoy](https://github.com/jpystynen/vulkantoy) - Shadertoy image shader test app with Vulkan. [MIT]\n*  [GL_vs_VK](https://github.com/RippeR37/GL_vs_VK) - Comparison of OpenGL and Vulkan API in terms of performance. [MIT]\n*  [Vulkan Basic Graphics Samples](https://github.com/vcoda/basic-graphics-samples) - Collection of simple graphics samples that are written using Magma library.\n*  [Simple RTX Vulkan raytracing tutorials](https://github.com/iOrange/rtxON). [MIT]\n*  [Ray Tracing In One Weekend (Vulkan RTX)](https://github.com/GPSnoopy/RayTracingInVulkan) - Implementation of Peter Shirley's Ray Tracing In One Weekend book using Vulkan and NVIDIA's RTX extension.\n*  [Gears VK](https://github.com/jeffboody/gearsvk) - Gears VK is a heavily modified port of the famous \"gears\" demo to Vulkan/Android/Linux. [MIT]\n*  [Hello triangle,](https://github.com/maierfelix/VK_KHR_ray_tracing) based on Vulkan Ray Tracing extensions. [MIT]\n*  [Simple Animation Blender](https://github.com/Red1C3/Simple-Animation-Blender) - A real-time 1D animation blender and player using Vulkan as graphical back end and ImGui for GUI. [MIT]\n\n## Libraries\n* 2D\n   *  [imgui](https://github.com/ocornut/imgui) - Immediate Mode Graphical User interface. [MIT]\n   *  [Skia](https://skia.googlesource.com/skia) - Google's 2D graphics library has a [Vulkan](https://skia.org/user/special/vulkan) [backend](https://github.com/google/skia/tree/master/src/gpu/vk), demonstrated in a cross-platform [sample application](https://skia.org/user/sample/viewer) with its own [window library](https://github.com/google/skia/tree/master/tools/viewer). [BSD 3-clause] [website](https://skia.org)\n   *  [VKVG](https://github.com/jpbruyere/vkvg) - Vulkan 2D graphics library, API follows the same pattern as Cairo graphics lib, but with new functions.\n\n* Compute\n   *  [libvc](https://github.com/alexhultman/libvc) - Vulkan Compute for C++.  [[LICENSE](https://github.com/alexhultman/libvc/blob/master/LICENSE)]\n   *  [Vulkan Kompute](https://github.com/axsaucedo/vulkan-kompute) - Blazing fast and lightweight Vulkan Compute Framework optimized for advanced GPU processing usecases. [Apache License 2.0]\n   *  [ncnn](https://github.com/Tencent/ncnn) - High-performance neural network inference framework with Vulkan based GPU inference. [BSD 3-clause]\n   *  [vuh](https://github.com/Glavnokoman/vuh) - Vulkan-based C++ GPGPU computing framework. [MIT]\n   *  [VkFFT](https://github.com/DTolm/VkFFT) - Efficient Vulkan FFT library [MPL-2.0 License]\n\n* Low Level\n   *  [Vulkan Memory Allocator](https://github.com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator) - Easy to integrate Vulkan memory allocation library from AMD. [MIT]\n      *  [VulkanMemoryAllocator-Hpp] (https://github.com/malte-v/VulkanMemoryAllocator-Hpp) - C++ Bindings for VMA, like Vulkan-HPP\n   *  [Fossilize](https://github.com/Themaister/Fossilize) - serialization format for various persistent Vulkan object types. [MIT]\n   *  [vk-bootstrap](https://github.com/charles-lunarg/vk-bootstrap) - C++ utility library to jump start Vulkan development by automating instance, physical device, device, and swapchain creation. [MIT]\n   *  [Google's vulkan-cpp-library](https://github.com/google/vulkan-cpp-library) - Vulkan abstraction library using C++11 for memory, resource management, type and thread safety as well as system independency. [Apache]\n   *  [FrameGraph](https://github.com/azhirnov/FrameGraph) - Vulkan abstraction layer that represent frame as a task graph. [BSD 2-clause]\n   *  [V-EZ](https://github.com/GPUOpen-LibrariesAndSDKs/V-EZ) - light-weight middleware layer for the Vulkan API targeting Professional Workstation ISVs. [MIT]\n   *  [Vookoo](https://github.com/andy-thomason/Vookoo) - Vookoo is a set of dependency-free utilities to assist in the construction and updating of Vulkan graphics data structres. [MIT]\n   *  [vpp](https://github.com/nyorain/vpp) - Modern C++ Vulkan Abstraction focused on performance and a straightforward interface. [MIT]\n   *  [VulkanSceneGraph](https://github.com/vsg-dev) - Vulkan/C++17 scene graph project, successor to [OpenSceneGraph](http://www.openscenegraph.org).\n   *  [Vulkan-WSIWindow](https://github.com/renelindsay/Vulkan-WSIWindow) - Multi-platform library to create a Vulkan window, and handle input events. [Apache License 2.0]\n   *  [Screen 13](https://github.com/attackgoat/screen-13) - An easy-to-use Vulkan render graph for Rust. [MIT]\n\n* Frameworks, Engines, Higher Level Rendering\n   *  [Acid](https://github.com/Equilibrium-Games/Acid) - A high speed C++17 Vulkan game engine. [MIT]\n   *  [AMD's Anvil](https://github.com/GPUOpen-LibrariesAndSDKs/Anvil) - cross-platform framework for Vulkan. [[LICENSE](https://github.com/GPUOpen-LibrariesAndSDKs/Anvil/blob/master/LICENSE.txt)]\n   *  [Auto-Vk](https://github.com/cg-tuwien/Auto-Vk) - Vulkan convenience and productivity layer for modern C++, atop Vulkan-Hpp, by the Research Unit of Computer Graphics, TU Wien. [MIT]\n   *  [Auto-Vk-Toolkit](https://github.com/cg-tuwien/Auto-Vk-Toolkit) - C++ framework around [Auto-Vk](https://github.com/cg-tuwien/Auto-Vk) for rapid prototyping, research, and teaching, by the Research Unit of Computer Graphics, TU Wien. [MIT for the framework's code]\n   *  [bgfx](https://github.com/bkaradzic/bgfx#bgfx---cross-platform-rendering-library) - Cross-platform, graphics API agnostic, \"Bring Your Own Engine/Framework\" style rendering library. [[BSD-2-clause](https://github.com/bkaradzic/bgfx/blob/master/LICENSE)]\n   *  [bsf](https://github.com/GameFoundry/bsf) - Modern C++14 library for the development of real-time graphical applications. [MIT]\n   *  [Cinder](https://github.com/cinder/Cinder) and [the story](https://libcinder.org/notes/vulkan) [behind](https://forum.libcinder.org/#Topic/23286000002614007). [BSD]\n   *  [DemoFramework](https://github.com/NXPmicro/gtec-demo-framework) - NXP GTEC C++11 cross-platform demo framework including lots of samples for Vulkan, OpenGL ES, OpenVX, OpenCL, OpenVG and OpenCV. [[BSD-3-clause](https://github.com/NXPmicro/gtec-demo-framework/blob/master/License.md)]\n   *  [Diligent Engine](https://github.com/DiligentGraphics/DiligentEngine) - a modern cross-platform low-level graphics library that supports OpenGL/GLES, Direct3D11/12 and Vulkan. [Apache License 2.0]\n   *  [Falcor](https://github.com/NVIDIAGameWorks/Falcor) - Real-time rendering framework from NVIDIA, supporting mainly DX12, with experimental Vulkan support. [BSD 3-clause]\n   *  [glfw](https://github.com/glfw/glfw) and [the guide](http://www.glfw.org/docs/3.2/vulkan.html).  [[LICENSE](https://github.com/glfw/glfw/blob/master/LICENSE.md)]\n   *  [Intrinsic Engine](https://github.com/begla/Intrinsic) - Intrinsic is a Vulkan based cross-platform graphics and game engine. [Apache License 2.0]\n   *  [Introductory Vulkan sample by GPUOpen](https://github.com/GPUOpen-LibrariesAndSDKs/HelloVulkan). [MIT]\n   *  [liblava](https://github.com/liblava/liblava) - A modern C++ and easy-to-use framework. [MIT]\n   *  [Logi](https://github.com/UL-FRI-LGM/Logi) - Light-weight object oriented Vulkan abstraction framework. [BSD 2-clause]\n   *  [Lugdunum](https://github.com/Lugdunum3D/Lugdunum) - Modern cross-platform 3D rendering engine built with Vulkan and modern C++14. [MIT]\n   *  [openFrameworks](https://github.com/openframeworks-vk/openFrameworks) - the most famouse C++ creative coding framework. [MIT]\n   *  [PowerVR SDK](https://github.com/powervr-graphics/Native_SDK) - C++ cross-platform 3D graphics SDK to speed up development of Vulkan and GLES. [[LICENSE](https://github.com/powervr-graphics/Native_SDK/blob/4.1/LICENSE_POWERVR_SDK.txt)]\n   *  [Pumex](https://github.com/pumexx/pumex) - cross-platform Vulkan renderer implementing frame graph and simple scene graph. Able to render on many surfaces at once [MIT]\n   *  [SDL](https://discourse.libsdl.org/t/sdl-2-0-6-released/23109) - added cross-platform Vulkan graphics support in SDL_vulkan.h. [zlib]\n   *  [small3d](https://www.gamedev.net/projects/515-small3d/), Tiny Vulkan based C++ cross-platform game development framework [BSD 3-clause]\n   *  [Spectrum](https://github.com/mwalczyk/spectrum_core) - Work-in-progress framework and abstraction layer around Vulkan.\n   *  [Tephra](https://github.com/Dolkar/Tephra) - A modern C++17 graphics and compute library filling the gap between Vulkan and high-level APIs like OpenGL. [MIT]\n   *  [The-Forge](https://github.com/ConfettiFX/The-Forge) - DirectX 12, Vulkan, macOS Metal 2 rendering framework. [Apache License 2.0]\n   *  [VKFS](https://github.com/MHDtA-dev/VKFS) - Cross-platform easy-to-use C++ framework that allows you to quickly initialize Vulkan and get a ready-made environment. Provides high-level abstraction over basic Vulkan objects.\n   *  [Vulkan Launchpad](https://github.com/cg-tuwien/VulkanLaunchpad) - Vulkan framework for Windows, macOS, and Linux. Especially well-suited for Vulkan beginners, used in university education, by the Research Unit of Computer Graphics, TU Wien. [MIT]\n       * [Vulkan Launchpad Starter](https://github.com/cg-tuwien/VulkanLaunchpadStarter) - Starter template containing additional functionality and assets. [[LICENSE]](https://github.com/cg-tuwien/VulkanLaunchpadStarter/blob/main/LICENSE)\n\n* Other API Interop and Implementations\n   *  [visor](https://github.com/baldurk/visor) - Vulkan Ignoble Software Rasterizer. [MIT]\n   *  [VulkanOnD3D12](https://github.com/Chabloom/VulkanOnD3D12) - Vulkan API for D3D12. [Apache License 2.0]\n   *  [rostkatze](https://github.com/msiglreith/rostkatze) - C++ implementation of Vulkan sitting on D3D12 🐈[Apache License 2.0]\n   *  [VK9](https://github.com/disks86/VK9) - Direct3D 9 compatibility layer using Vulkan\n   *  [VUDA](https://github.com/jgbit/vuda) - header-only lib that provides a CUDA Runtime API interface. [MIT]\n   *  [clspv](https://github.com/google/clspv) - prototype compiler for a subset of OpenCL C to Vulkan compute shaders. [Apache License 2.0]\n   *  [MoltenVK](https://github.com/KhronosGroup/MoltenVK/) - run Vulkan on iOS and macOS. [Apache-2.0]\n   *  [Zink](https://gitlab.freedesktop.org/kusma/mesa/tree/zink) - OpenGL implementation on top of Vulkan, part of Mesa project. [MIT]\n   *  [glo / OpenGL Overload](https://github.com/g-truc/glo) - OpenGL implementation on top of Vulkan.\n   *  [gfx-portability](https://github.com/gfx-rs/portability) - Vulkan Portability implementation on Metal and D3D12, based on [gfx-rs](https://github.com/gfx-rs/gfx/).\n\n* Raytracing\n   *  [Quartz](https://github.com/Nadrin/Quartz) - Physically based Vulkan RTX path tracer with a declarative ES7-like scene description language. [LGPL-3.0]\n\n* Scientific\n   *  [datoviz](https://github.com/datoviz/datoviz) - High-performance GPU interactive scientific data visualization with Vulkan. [MIT]\n   *  [iMSTK](https://gitlab.kitware.com/iMSTK/iMSTK) - C++ toolkit for building surgical simulations with Vulkan and VTK backends. [Apache License 2.0]\n  \n* Shaders\n   *  [glslang](https://github.com/KhronosGroup/glslang) - Library for compiling glsl to spirv [BSD 3-Clause]\n   *  [SPIRV-Cross](https://github.com/KhronosGroup/SPIRV-Cross) - Library for reflection of spirv, simplify the creation of Vulkan pipeline layouts [ Apache-2.0 License]\n\n* Outdated ⚠️\n   *  [VkHLF](https://github.com/nvpro-pipeline/VkHLF) - Vulkan High Level Framework. [[LICENSE]](https://github.com/nvpro-pipeline/VkHLF/blob/master/LICENSE.txt)\n\n## Bindings\n*  [ash](https://github.com/MaikKlein/ash) - Vulkan bindings for Rust. [MIT]\n*  [gfx-rs](https://github.com/gfx-rs/gfx) - A low-overhead Vulkan-like GPU API for Rust. [Apache License 2.0]\n*  [libvulkan.lua](https://github.com/CapsAdmin/ffibuild/blob/master/vulkan/vulkan.lua) - Lua bindings for Vulkan.\n*  [dvulkan](https://github.com/ColonelThirtyTwo/dvulkan) - Auto-generated D bindings for Vulkan.\n*  [ErupteD](https://github.com/ParticlePeter/ErupteD) - Another Auto-generated D bindings for Vulkan.\n*  [flextGL](https://github.com/mosra/flextgl) - Minimal Vulkan header/loader generator and [the blog post](http://blog.magnum.graphics/hacking/simple-efficient-vulkan-loading-with-flextgl/) about it.\n*  [Silk.NET](https://github.com/dotnet/Silk.NET) - C# bindings for Vulkan and others. [MIT]\n*  [vulkan](https://github.com/expipiplus1/vulkan) - Haskell bindings for Vulkan and Vulkan Memory Allocator [BSD-3-Clause]\n*  [nvk](https://github.com/maierfelix/nvk) - JavaScript bindings for Vulkan. [MIT]\n*  [racket-vulkan](https://github.com/zyrolasting/racket-vulkan) - Racket bindings for Vulkan with [detailed implementation notes](https://sagegerard.com/racket-vulkan-notes-index.html). [MIT]\n*  [Vulkan-hpp](https://github.com/KhronosGroup/Vulkan-Hpp) Open-Source Vulkan C++ API originated from NVIDIA and [the blog](https://developer.nvidia.com/open-source-vulkan-c-api) about it.\n*  [VulkanSharp](https://github.com/mono/VulkanSharp) - C# bindings for Vulkan. [MIT]\n*  [Vulkano](https://github.com/vulkano-rs/vulkano) - Safe and rich Rust wrapper around the Vulkan API. [MIT]\n*  [LWJGL](https://www.lwjgl.org/) - Lightweight Java Game Library 3 has Vulkan bindings. [BSD]\n*  [SharpVk](https://github.com/FacticiusVir/SharpVk) - C# bindings for Vulkan with Linq-to-SPIR-V \u0026 [NuGet package](https://www.nuget.org/packages/SharpVk). [MIT]\n*  [vulkan](https://github.com/realitix/vulkan) - Ultimate Python bindings for Vulkan generated with CFFI. [Apache Licence 2.0]\n*  [vulkan-go](https://github.com/vulkan-go/vulkan) - Go bindings for Vulkan. [MIT]\n*  [PasVulkan](https://github.com/BeRo1985/pasvulkan) - Vulkan bindings plus high-level wrapper library for Object Pascal [Zlib]\n*  [vulkan-zig](https://github.com/Snektron/vulkan-zig) - Vulkan binding generator for Zig [MIT]\n*  [VK²](https://github.com/kotlin-graphics/vkk), Kotlin Wrapper for Vulkan: code expressiveness and safety meet graphic power [Apache License 2.0]\n*  [Vortice.Vulkan](https://github.com/amerkoleci/Vortice.Vulkan) - .NET Standard 2.0 and .NET5 C# bindings [MIT]\n*  [Raw Node.js Vulkan API](https://github.com/hydra2s/node-vulkan-api) - A new Vulkan bindings for Node.JS, similar with LWJGL-3 or NVK.\n*  [Deno Vulkan](https://github.com/deno-windowing/vulkan) - Vulkan API bindings for Deno. [Apache Licence 2.0]\n\n## Tools\n*  [Nsight™ Visual Studio Edition 5.2+](https://developer.nvidia.com/nvidia-nsight-visual-studio-edition).\n*  [LoaderAndValidationLayers](https://github.com/KhronosGroup/Vulkan-LoaderAndValidationLayers) - from KhronosGroup. [Apache Licence 2.0]\n*  [renderdoc](https://github.com/baldurk/renderdoc) - by baldurk, a stand-alone graphics debugging tool. [MIT]\n    * [RDCtoVkCpp](https://github.com/azhirnov/RDCtoVkCpp) - converts RenderDoc Vulkan capture to compilable and executable C++ code. [MIT]\n*  [VulkanTools](https://github.com/LunarG/VulkanTools) - LunarG's tools including layers and configurator. [Apache Licence 2.0]\n*  [VKtracer](https://www.vktracer.com) - universal and easy-to-use profiler for Vulkan.\n*  [CodeXL](https://github.com/GPUOpen-Tools/CodeXL) - CodeXL goes open source. [MIT]\n*  [Qualcomm Adreno GPU Tools](https://developer.qualcomm.com/software/adreno-gpu-sdk/tools) - samples, Adreno recommendation layer, best practice docs for Adreno GPU.\n*  [Qualcomm Snapdragon Profiler](https://developer.qualcomm.com/software/snapdragon-profiler) - includes Vulkan traces and frame captures for Adreno GPU.\n*  [Arm Mobile Studio](https://www.arm.com/products/development-tools/graphics/arm-mobile-studio) - includes the Arm Graphics Analyzer to trace graphics performance issues easily, and Arm Streamline performance analyzer, for a whole-system view of performance to determine bottlenecks quickly across both the CPU and GPU.\n*  [Open Capture and Analytics Tool (OCAT)](https://github.com/GPUOpen-Tools/OCAT) - provides an FPS overlay and performance measurement for D3D11, D3D12, and Vulkan. [MIT]\n*  [gapid](https://github.com/google/gapid) - Graphics API Debugger, can trace and replay Android OpenGL ES and Vulkan applications. [Apache License 2.0]\n*  [Arm - PerfDoc](https://github.com/ARM-software/perfdoc) - a validation layer against the Mali Application Developer Best Practices document. [MIT]\n*  [glsl_trace](https://github.com/azhirnov/glsl_trace) - library for shader debugging and profiling for Vulkan and OpenGL. [MIT]\n*  [MangoHud](https://github.com/flightlessmango/MangoHud) - Vulkan and OpenGL overlay for monitoring FPS, temperatures, CPU/GPU load. [MIT]\n\n## Books\n* [Introduction to Computer Graphics and the Vulkan API](https://www.amazon.com/Introduction-Computer-Graphics-Vulkan-API/dp/1548616176) by **Kenwright** - Introduce the reader to the exciting topic of computer graphics from a grounds-up practical perspective with the Vulkan API.\n* [Learning Vulkan](https://www.amazon.com/Learning-Vulkan-Parminder-Singh/dp/1786469804) - by **Parminder Singh** - Get started with the Vulkan API and its programming techniques using the easy-to-follow examples.\n  * [Book's Examples](https://github.com/PacktPublishing/Learning-Vulkan)\n* [Vulkan Cookbook](https://www.amazon.com/Vulkan-Cookbook-Pawel-Lapinski/dp/1786468158)- by **Pawel Lapinski** - Explores a wide range of graphics programming and GPU compute methods to make the best use of the Vulkan API.\n  * [Book's Examples](https://github.com/PacktPublishing/Vulkan-Cookbook)\n* [Vulkan Programming Guide](https://www.amazon.com/Vulkan-Programming-Guide-Official-Learning/dp/0134464540) - by **Graham Sellers** and **John Kessenich** - Introduces powerful 3D development techniques for many fields.\n* [Mastering Graphics Programming with Vulkan](https://www.amazon.com/Mastering-Graphics-Programming-Vulkan-state/dp/1803244798/ref=sr_1_1?keywords=mastering+graphics+programming+with+vulkan\u0026qid=1678290788\u0026sprefix=mastering+graphics+%2Caps%2C255\u0026sr=8-1) - Develop a modern rendering engine from first principles to state-of-the-art techniques, by **Marco Castorina** and **Gabriel Sassone**.\n\n## Papers\n*  [The Road to Vulkan: Teaching Modern Low-Level APIs in Introductory Graphics Courses](https://www.cg.tuwien.ac.at/research/publications/2022/unterguggenberger-2022-vulkan) by **Johannes Unterguggenberger**, **Bernhard Kerbl**, and **Michael Wimmer**, Eurographics 2022 - Education Papers\n    *  Direct link to the [paper](https://www.cg.tuwien.ac.at/research/publications/2022/unterguggenberger-2022-vulkan/unterguggenberger-2022-vulkan-paper.pdf).\n    *  Pre-recorded presentation on [YouTube](https://youtu.be/ZG0ct4V6c0k).\n\n## Khronos\n*  Specification\n    *  Vulkan 1.0 Core API ([Chunked HTML](https://registry.khronos.org/vulkan/specs/1.0/html/index.html)) ([PDF](https://registry.khronos.org/vulkan/specs/1.0/pdf/vkspec.pdf)) ([Single-file HTML](https://registry.khronos.org/vulkan/specs/1.0/html/vkspec.html))\n    *  Vulkan 1.0 Core API + Khronos-defined Extensions ([Chunked HTML](https://registry.khronos.org/vulkan/specs/1.0-wsi_extensions/html/index.html)) ([PDF](https://registry.khronos.org/vulkan/specs/1.0-wsi_extensions/pdf/vkspec.pdf)) ([Single-file HTML](https://registry.khronos.org/vulkan/specs/1.0-wsi_extensions/html/vkspec.html))\n    *  Vulkan 1.0 Core API + all registered Extensions ([Chunked HTML](https://registry.khronos.org/vulkan/specs/1.0-extensions/html/index.html)) ([PDF](https://registry.khronos.org/vulkan/specs/1.0-extensions/pdf/vkspec.pdf)) ([Single-file HTML](https://registry.khronos.org/vulkan/specs/1.0-extensions/html/vkspec.html)) \n    *  Vulkan 1.1 Core API ([Chunked HTML](https://registry.khronos.org/vulkan/specs/1.1/html/index.html)) ([PDF](https://registry.khronos.org/vulkan/specs/1.1/pdf/vkspec.pdf)) ([Single-file HTML](https://registry.khronos.org/vulkan/specs/1.1/html/vkspec.html))\n    *  Vulkan 1.1 Core API + Khronos-defined Extensions ([Chunked HTML](https://registry.khronos.org/vulkan/specs/1.1-khr-extensions/html/index.html)) ([PDF](https://registry.khronos.org/vulkan/specs/1.1-khr-extensions/pdf/vkspec.pdf)) ([Single-file HTML](https://registry.khronos.org/vulkan/specs/1.1-khr-extensions/html/vkspec.html))\n    *  Vulkan 1.1 Core API + all registered Extensions ([Chunked HTML](https://registry.khronos.org/vulkan/specs/1.1-extensions/html/index.html)) ([PDF](https://registry.khronos.org/vulkan/specs/1.1-extensions/pdf/vkspec.pdf)) ([Single-file HTML](https://registry.khronos.org/vulkan/specs/1.1-extensions/html/vkspec.html)) \n    *  Vulkan 1.2 Core API ([Chunked HTML](https://registry.khronos.org/vulkan/specs/1.2/html/index.html)) ([PDF](https://registry.khronos.org/vulkan/specs/1.2/pdf/vkspec.pdf)) ([Single-file HTML](https://registry.khronos.org/vulkan/specs/1.2/html/vkspec.html))\n    *  Vulkan 1.2 Core API + Khronos-defined Extensions ([Chunked HTML](https://registry.khronos.org/vulkan/specs/1.2-khr-extensions/html/index.html)) ([PDF](https://registry.khronos.org/vulkan/specs/1.2-khr-extensions/pdf/vkspec.pdf)) ([Single-file HTML](https://registry.khronos.org/vulkan/specs/1.2-khr-extensions/html/vkspec.html))\n    *  Vulkan 1.2 Core API + all registered Extensions ([Chunked HTML](https://registry.khronos.org/vulkan/specs/1.2-extensions/html/index.html)) ([PDF](https://registry.khronos.org/vulkan/specs/1.2-extensions/pdf/vkspec.pdf)) ([Single-file HTML](https://registry.khronos.org/vulkan/specs/1.2-extensions/html/vkspec.html)) \n    *  Vulkan 1.3 Core API ([Chunked HTML](https://registry.khronos.org/vulkan/specs/1.3/html/index.html)) ([PDF](https://registry.khronos.org/vulkan/specs/1.3/pdf/vkspec.pdf)) ([Single-file HTML](https://registry.khronos.org/vulkan/specs/1.3/html/vkspec.html))\n    *  Vulkan 1.3 Core API + Khronos-defined Extensions ([Chunked HTML](https://registry.khronos.org/vulkan/specs/1.3-khr-extensions/html/index.html)) ([PDF](https://registry.khronos.org/vulkan/specs/1.3-khr-extensions/pdf/vkspec.pdf)) ([Single-file HTML](https://registry.khronos.org/vulkan/specs/1.3-khr-extensions/html/vkspec.html))\n    *  Vulkan 1.3 Core API + all registered Extensions ([Chunked HTML](https://registry.khronos.org/vulkan/specs/1.3-extensions/html/index.html)) ([PDF](https://registry.khronos.org/vulkan/specs/1.3-extensions/pdf/vkspec.pdf)) ([Single-file HTML](https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec.html)) \n*  Quick Reference Sheets\n    *  [Vulkan 1.0 Quick Reference Sheets](https://www.khronos.org/registry/vulkan/specs/1.0/refguide/Vulkan-1.0-web.pdf)\n    *  [Vulkan 1.1 Quick Reference Sheets](https://www.khronos.org/registry/vulkan/specs/1.1/refguide/Vulkan-1.1-web.pdf)\n*  [Conformance Tests (CTS)](https://github.com/KhronosGroup/Vulkan-CTS)\n*  Conferences and Presentations\n    *  [GDC 2016 Presentations](https://www.khronos.org/developers/library/2016-gdc)\n    *  [2016 UK Chapter: Moving to Vulkan](https://www.khronos.org/developers/library/2016-uk-chapter-moving-to-vulkan)\n    *  [SIGGRAPH 2016 BOF - Vulkan](https://www.youtube.com/watch?v=CsHMiEQgrLA)\n    *  [SIGGRPAH 2016 Best Practices Roundtable](https://www.youtube.com/watch?v=owuJRPKIUAg)\n    *  [2016 Vulkan DevDay UK](https://www.khronos.org/developers/library/2016-vulkan-devday-uk)\n    *  [2016 Vulkan DevDay Seoul](https://www.khronos.org/developers/library/2016-Vulkan-DevU-Seoul)\n    *  [2017 Vulkan DevU Vancouver](https://www.khronos.org/developers/library/2017-vulkan-devu-vancouver)\n    *  [2017 Vulkan Loader Webinar](https://www.khronos.org/developers/library/2017-vulkan-loader-webinar)\n    *  [SIGGRAPH 2017 BOF - Vulkan](https://www.youtube.com/watch?v=Nx0u-9ZwrmQ)\n    *  [2018 Vulkan Montreal Dev Day](https://www.khronos.org/developers/library/2018-vulkan-montreal-dev-day)\n    *  [2018 Vulkanised!](https://www.khronos.org/developers/library/2018-vulkanised)\n    *  [SIGGRAPH 2018 BOF - Vulkan](https://www.youtube.com/watch?v=FCAM-3aAzXg\u0026t=18350s)\n\n## Community\n*  [Freenode IRC](http://webchat.freenode.net/?channels=Vulkan)\n*  [Google Plus](https://plus.google.com/communities/108983304183191634377)\n*  [Khronos Forum](https://forums.khronos.org/forumdisplay.php/114-Vulkan)\n*  [Reddit](https://www.reddit.com/r/vulkan/)\n*  [Stack Overflow](http://stackoverflow.com/questions/tagged/vulkan)\n*  [Discord](https://discord.com/invite/tFdvbEj)\n\n## Related lists\n*  [awesome](https://github.com/sindresorhus/awesome) - Curated list of awesome lists.\n*  [awesome-opengl](https://github.com/eug/awesome-opengl) - Curated list of awesome OpenGL libraries, debuggers and resources.\n*  [gamedev](https://github.com/ellisonleao/magictools) - Awesome list about game development.\n*  [graphics-resources](https://github.com/mattdesl/graphics-resources) - List of graphic programming resources.\n*  [awesome-d3d12](https://github.com/vinjn/awesome-d3d12) - Curated list of awesome D3D12 libraries, debuggers and resources.\n\n## License\n\n[![Creative Commons License](http://i.creativecommons.org/l/by/4.0/88x31.png)](http://creativecommons.org/licenses/by/4.0/)\n\nThis work is licensed under a [Creative Commons Attribution 4.0 International License](http://creativecommons.org/licenses/by/4.0/).\n\n## Contributing\nPlease see [CONTRIBUTING](https://github.com/vinjn/awesome-vulkan/blob/master/CONTRIBUTING.md) for details.\n","funding_links":[],"categories":["Technical","Media","Miscellaneous","APIs","Uncategorized","其他","Game Development ##","Awesome","Others","Live Site:   [searchAwesome](https://search-awesome.vercel.app/)","Other Lists","Related Lists","Development","Other Awesome Lists","杂项","Related lists","Themed Directories","Core"],"sub_categories":["awesome-*","Vulkan","Uncategorized","\u003ca href=\"#-\"\u003e`^`\u003c/a\u003e Graphics Rendering ###","TeX Lists","Engines","WINE implementations","Simulators","Others","Svelte"],"project_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fvinjn%2Fawesome-vulkan","html_url":"https://awesome.ecosyste.ms/projects/github.com%2Fvinjn%2Fawesome-vulkan","lists_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fvinjn%2Fawesome-vulkan/lists"}