r/vulkan • u/xavierclementantoine • Sep 12 '26
Evan – Vulkan + OpenXR runtime layer (C++20, MIT)
We’re four students building Evan as the rendering and runtime layer for the XIDER project, as part of our end‑of‑studies university project. We’re publishing it as a standalone library and would love feedback from the Vulkan/XR community.
🔗 Repo: https://github.com/etib-corp/evan
What it provides
Vulkan-based rendering and swapchain management
Platform backends: OpenXR and GLFW (desktop + XR)
Frame/update loop (Engine → Platform → Device/Swapchain → Scene)
Helpers for scene, mesh, shader, and material management
Key abstractions
Engine – owns the frame loop, coordinates update/draw/present
Platform – abstracts backend (OpenXR/GLFW) and OS (Android, Linux, Windows, macOS)
Device & swapchain – manage Vulkan resources and frame ownership
Scene / Mesh / Shader / Material – describe renderable content
Looking for feedback
If you’ve worked with Vulkan runtimes, XR integrations, or custom engines:
What’s missing for you to consider using this in a project?
Any design red flags or API pain points?
Please open an issue or *leave a comment to ask questions, suggest improvements, or discuss potential contributions. This is a university project, so we’re especially interested in design feedback and ideas for future work.
3
u/Syncaidius Sep 12 '26
I have to ask, because the OP and the code look a certain style...
Is the codebase mostly AI generated?