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LLGL

BSD-3-ClauseC++

A thin abstraction layer for modern graphics APIs (OpenGL, Direct3D, Vulkan, Metal) across desktop and mobile platforms.

GitHubGitHub
2.6k stars157 forks0 contributors

What is LLGL?

LLGL (Low Level Graphics Library) is a cross-platform graphics abstraction layer that provides a unified interface to modern rendering APIs like OpenGL, Direct3D, Vulkan, and Metal. It simplifies graphics programming by allowing developers to write code once and deploy across multiple platforms, including desktop and mobile. The library offers close coupling with underlying APIs to enable advanced graphics features while reducing architectural complexity.

Target Audience

Graphics engineers, game developers, and application developers who need to support multiple graphics APIs and platforms without rewriting rendering code for each target.

Value Proposition

Developers choose LLGL for its thin abstraction design that minimizes overhead while providing extensive API coverage and cross-platform support. Its language wrappers (C99, C#, Go) and integration with build systems like CMake make it accessible and practical for diverse development environments.

Overview

Low Level Graphics Library (LLGL) is a thin abstraction layer for the modern graphics APIs OpenGL, Direct3D, Vulkan, and Metal

Use Cases

Best For

  • Developing cross-platform games with support for multiple graphics backends
  • Building graphics applications that need to run on Windows, Linux, macOS, and mobile
  • Prototyping rendering techniques that work across OpenGL, Direct3D, Vulkan, and Metal
  • Creating educational tools for learning modern graphics APIs with a unified interface
  • Integrating graphics into applications using C#, Go, or C alongside C++
  • Targeting WebAssembly with OpenGL for web-based graphics applications

Not Ideal For

  • Projects targeting only a single graphics API without cross-platform requirements
  • Teams needing a full game engine with built-in tools, asset pipelines, and editor support
  • Rapid prototyping where higher-level libraries like Raylib or Unity allow faster iteration
  • Applications with extreme performance constraints where any abstraction overhead is unacceptable

Pros & Cons

Pros

Multi-API Abstraction

Unifies OpenGL, Direct3D 11/12, Vulkan, and Metal under a single interface, enabling code reuse across different graphics backends as shown in the platform support table.

Wide Platform Support

Supports Windows, Linux, macOS, iOS, Android, UWP, and WebAssembly, allowing deployment across desktop, mobile, and web with minimal changes.

Language Wrappers Available

Provides C99, C# 6.0, and Go bindings alongside C++11, making it accessible for projects in multiple programming languages without sacrificing low-level control.

Rich Example Code

Includes examples for advanced techniques like PBR, shadow mapping, and physics simulations, demonstrating practical implementation and reducing learning curve.

Cons

Beta Stability Concerns

At version 0.05 Beta, the library may have instability, breaking changes, and lack production-ready maturity, as noted in the documentation.

Complex Build Setup

Requires platform-specific toolchains like Visual Studio 2015+, Xcode 9+, or Android NDK, and dependencies such as X11 on Linux, increasing initial configuration effort.

PDF-Only Documentation

Documentation is provided as static PDF files (e.g., reference manual), which are less searchable and harder to update compared to web-based interactive docs.

Frequently Asked Questions

Quick Stats

Stars2,606
Forks157
Contributors0
Open Issues5
Last commit11 days ago
CreatedSince 2016

Tags

#vulkan#graphics-abstraction#direct3d#opengl#metal#d3d11#directx#d3d12#c-plus-plus#game-development#graphics-library#cross-platform#rendering#renderer

Built With

X
Xcode
C
C++11
A
Android NDK
v
vcpkg
v
visual-studio
C
CMake

Included in

C/C++70.6kGame Engine Development1.3k
Auto-fetched 6 hours ago

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