A cross-platform graphics framework for building and extending game engines across PC, mobile, and consoles.
The Forge is a cross-platform graphics framework that provides core building blocks for developing, extending, or modernizing game engines. It solves the problem of supporting multiple gaming platforms—from PC and mobile to consoles—with a unified codebase, enabling developers to focus on high-level engine features rather than low-level platform specifics.
Game engine developers, graphics programmers, and studios needing to port or build engines across Windows, macOS, iOS, Android, Steam Deck, and consoles like PlayStation, Xbox, and Switch.
Developers choose The Forge for its extensive platform support, performance-oriented GPU-driven architecture, and proven use in shipped titles (e.g., Starfield, Hades, Warzone Mobile), reducing the complexity of multi-platform engine development.
The Forge Cross-Platform Framework PC Windows, Steamdeck (native), Ray Tracing, macOS / iOS, Android, XBOX, PS4, PS5, Switch, Quest 2
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Supports Windows, macOS, iOS, Android, Steam Deck, and major consoles like PlayStation, Xbox, and Switch with specific API versions, as detailed in the README's platform list.
Includes ray tracing, visibility buffers, variable rate shading, and a custom shader language (FSL) for high-performance rendering, evidenced by unit tests and release notes on advanced techniques.
Used in commercial games like Starfield, Hades, and Warzone Mobile, demonstrating reliability and performance in production, as highlighted in the README's news and examples.
Provides core components like resource loading, animation with Ozz, and UI with Dear ImGui, allowing developers to build custom engines without starting from scratch, as listed in the 'lego' high-level features.
Access to PlayStation, Xbox, and Switch requires a commercial license and developer accreditation, which the README states is only available on request, adding cost and complexity for small teams.
The README explicitly admits it lacks physics, networking, and sound systems, forcing developers to source or build these separately, increasing development overhead.
Frequent breaking changes, such as removing Vulkan on Windows and retiring DirectX 11, require ongoing maintenance and adaptation, as noted in release notes like 1.59 and 1.61.