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Cryonix

Cryonix is a lightweight and modern C++ game and graphics library built for simplicity, speed, and modularity.
It’s designed for both game development and general-purpose rendering or software, offering a flexible and efficient framework for building real-time applications with ease.

Cryonix provides a unified API for rendering, animation, audio, and input, while maintaining a minimal setup and fast runtime performance.


Features

  • Lightweight and modular
  • High-level / easy to use API
  • 2D and 3D rendering
  • Complete animation system with Skeletal animations, transform animations, IK, animation layers, animation blending, root motion, state machines, and more
  • PBR materials (Physically Based Rendering)
  • Lighting system with multiple light types
  • 3D and 2D audio with full spatial sound support
  • FBX, glTF, and OBJ model loading
  • Supports a wide range of image formats
  • Simple and efficient

Supported Rendering APIs

  • DirectX 11, DirectX 12
  • OpenGL, OpenGL ES
  • Vulkan, Metal
  • WebGL 1.0, WebGL 2.0

Supported Platforms

  • Windows
  • macOS
  • Linux
  • Android
  • iOS
  • Web (via WebAssembly / Emscripten)

Supported Compilers

  • Clang 11 and above
  • GCC 11 and above
  • VS2022 and above
  • Apple Clang 12 and above

Supported Asset Formats

3D Model Formats

  • FBX, glTF / GLB, and OBJ

Image Formats

  • PNG, JPG / JPEG, BMP, TGA, PSD, GIF, HDR, PIC, and PNM

Audio Formats

  • WAV, MP3, FLAC, OGG, and MOD / XM / IT / S3M

Documentation

https://cryonixlib.com/docs


Examples

The /examples directory contains practical examples demonstrating:

  • Rendering 2D and 3D scenes
  • Playing animations and handling skeletal rigs
  • Using lighting and materials
  • Audio playback and spatial sound
  • Asset loading (FBX, glTF, textures, etc.)

License

Cryonix is licensed under the MIT License.

Cryonix uses several third-party libraries. See the THIRD_PARTY_LICENSES file for license information.

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A high-level lightweight C++ game/graphics library built for simplicity, speed, and modularity

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