# GameFoundry/B3DFramework

Modern C++ library for the development of real-time graphical applications

Repository: https://github.com/GameFoundry/B3DFramework
Canonical: https://ross.abutalabs.com/products/b3dframework
Language: C++
License: MIT
License Family: permissive
Topics: c-plus-plus, game-engine-framework, vulkan, gamedev, graphics, ecs, rendering-3d-graphics
Last push: 2026-08-26T10:42:49+00:00

## Health v2 (maintenance only)
Score: 77/100 (v2, computed 2026-09-02T17:46:02.011165+00:00)
- activity 99, release rhythm 35, longevity 100
- inputs: {"age_days": 3093, "days_push": 7, "days_rel": null, "gap_med": null, "n_releases_24m": 0}
- flags: no_releases
- formula: round(0.45*activity + 0.35*rhythm + 0.20*longevity); archived -> min(score, 10)

## Adoption (not part of the score)
Stars 1922, forks 204 (observed 2026-08-28T04:05:55.254408+00:00)

## What it is
B3D Framework (formerly Banshee 3D) is a modern C++17 library providing a foundation for high-performance game engines and real-time graphical applications. It features a scalable ECS, fiber-based task scheduling, a hybrid tiled deferred/clustered forward Vulkan renderer, and integrated UI, scripting, physics, animation, and audio systems.

## Use cases
- build a custom game engine on a proven foundation
- develop 3D games with a modern C++ framework
- create real-time graphical applications and simulations
- render large open-world scenes with high performance
- prototype games with built-in physics, animation, and scripting
- learn engine architecture from a modular, documented codebase

## When to choose
- you need a high-performance C++ foundation for a custom engine or real-time 3D app
- you want a modern Vulkan-based renderer with PBR and clustered/deferred rendering
- you value clean, modular, well-documented architecture you can extend
- you need an ECS that scales to massive object counts

## When to avoid
- you need a finished, polished game engine with a complete editor today
- you require macOS, Linux, or console support that is still in development
- you want Direct3D 12 or Metal backends, which are not yet available
- you need advanced features like global illumination, LODs, or networking that are still on the roadmap

## Facets
- artifact type: framework
- maturity: active
- function: game-engine, graphics, simulation, animation, audio-processing, ui-components, concurrency
- domain: graphics, cross-platform, simulation
- platform: windows, cpp, cross-platform
- tags: vulkan, ecs, rendering, c-plus-plus, gamedev, deferred-rendering, fiber-scheduling, c-sharp-scripting, physics, open-world, game-development, gpu

## Member repositories
- GameFoundry/B3DFramework (main) score 77

## Provenance
- Observed fields: from GitHub, fetched 2026-08-28T04:05:55.254408+00:00.
- Health v2: computed from the inputs above; adoption is never an input.
- Inferred fields (summary, facets, guidance): AI-extracted, prompt v1, taxonomy v1, on 2026-08-30T03:09:39.632232+00:00, confidence not recorded.
  - readme: https://github.com/GameFoundry/B3DFramework (fetched 2026-08-28T04:05:55.254408+00:00, sha a20b32de2b59)
- Data as of 2026-08-30T08:39:29.467469+00:00.
