# vsg-dev/VulkanSceneGraph

Vulkan & C++17 based Scene Graph Project

Repository: https://github.com/vsg-dev/VulkanSceneGraph
Canonical: https://ross.abutalabs.com/products/vulkanscenegraph
Homepage: http://www.vulkanscenegraph.org
Language: C++
License: MIT
License Family: permissive
Topics: vulkan, cpp17, cppcoreguidelines, best-practices, scenegraph, windows, linux, android, macos
Last push: 2026-08-21T16:09:49+00:00

## Health v2 (maintenance only)
Score: 94/100 (v2, computed 2026-09-02T17:46:02.011165+00:00)
- activity 98, release rhythm 86, longevity 100
- inputs: {"age_days": 2911, "days_push": 12, "days_rel": 12, "gap_med": 72.0, "n_releases_24m": 9}
- flags: none
- formula: round(0.45*activity + 0.35*rhythm + 0.20*longevity); archived -> min(score, 10)

## Adoption (not part of the score)
Stars 1810, forks 283 (observed 2026-08-28T04:05:39.468241+00:00)

## What it is
VulkanSceneGraph (VSG) is a modern, high-performance scene graph library built on the Vulkan graphics/compute API, written in C++17 following the CppCoreGuidelines. It provides cross-platform 3D rendering and compute capabilities for building graphics applications, with companion projects for model loading, examples, and OpenSceneGraph integration.

## Use cases
- build high-performance 3d graphics applications with vulkan
- render large scene graphs efficiently
- develop cross-platform vulkan apps without writing raw vulkan code
- migrate from openscenegraph to a modern vulkan-based scene graph
- create simulation or visualization software with gpu compute
- learn vulkan through a higher-level scene graph api

## When to choose
- you want vulkan performance with a productive scene graph abstraction
- you need cross-platform support including mobile and moltenvk-based apple platforms
- you are starting a new c++17 graphics or simulation project
- you want a modern, actively maintained alternative to openscenegraph

## When to avoid
- you need a complete game engine with editor, physics, and asset pipeline
- you target only opengl or webgl
- you want a high-level scripting-friendly engine rather than a c++ library
- your project depends on legacy openscenegraph plugins without migration effort

## Facets
- artifact type: library
- maturity: active
- function: graphics, simulation, game-engine
- domain: graphics, simulation, cross-platform
- platform: windows, cpp, cross-platform
- tags: vulkan, scene-graph, 3d-graphics, cpp17, cmake, compute, opengl-successor, game-development, linux, macos, android, ios

## Member repositories
- vsg-dev/VulkanSceneGraph (main) score 94

## Provenance
- Observed fields: from GitHub, fetched 2026-08-28T04:05:39.468241+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 2026-08-30T03:21:18.621351+00:00, confidence not recorded.
  - readme: https://github.com/vsg-dev/VulkanSceneGraph (fetched 2026-08-28T04:05:39.468241+00:00, sha 794638493eb4)
  - homepage: http://www.vulkanscenegraph.org (fetched 2026-08-29T11:00:05.273769+00:00, sha 91808095fb9f)
- Data as of 2026-08-30T08:39:29.467469+00:00.
