AGFX is a small (<10k LOC) cross-platform RHI wrapper over D3D12 and Metal 4, designed to simplify modern graphics programming for indie game developers.

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License

MIT

Last updated

2026-07-28

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FR-AI / ANALYSIS

Why it is worth attention

It offers a bindless-first, modern API (raytracing, mesh shaders, GPU-driven rendering) in a tiny C-compatible codebase with an MIT license, plus a porting agent and C++ RAII wrapper for ease of use.

Who it is for

  • Indie game developers
  • Graphics programmers learning modern RHI concepts
  • C/C++ developers needing a lightweight cross-platform abstraction
  • Developers porting D3D11/OpenGL games to modern APIs

Use cases

  • Building cross-platform games with ray tracing and mesh shaders
  • Prototyping advanced GPU features without full Vulkan complexity
  • Integrating with ImGui for debug overlays
  • Learning modern GPU programming through a concise, documented codebase

Strengths

  • Small codebase (<10k LOC) with C99 compliance for easy bindings
  • Bindless-first design supporting GPUs from ~2010 onward
  • Exposes modern features: raytracing, mesh shaders, multi-draw indirect, resource aliasing
  • Includes a self-contained demo, shader compiler, and exhaustive test suite

Considerations

  • Only supports Metal 4 (macOS 26+ on Apple Silicon) and D3D12 (Windows)
  • No Vulkan, PlayStation 5, or Switch 2 backends planned
  • Requires D3D12 Agility SDK on some GPUs for certain features; sparse resources unplanned

README quick start

Getting started

Description

Small RHI for indie game development

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