The cross-platform graphics toolkit. Featuring a Direct3D-style cross-platform graphics API, windowing & audio, you'll find graphics programming as easy as pie.
Pie's API is styled similarly to Direct3D 11. It is fully object-oriented, and does a fair amount of the hard work for you.
Pie currently supports the following APIs:
- Vulkan (experimental)
- Direct3D 11
- OpenGL 4.3
Pie features a cross-platform audio library, using mixr as its backend. On top of mixr's built-in features, Pie.Audio also features an SDL-powered audio device, so you can immediately start playing audio.
Pie features a cross-platform windowing library, powered by GLFW. This is a do-it-yourself abstraction, it creates the window & graphics device for you, and you are expected to create the render loop yourself.
Don't like this? Pie is fully compatible with Silk.NET windowing, which provides a windowing abstraction, but also a fully functional render loop so you can just get started.
Cross-platform FreeType bindings, complete with a simple abstraction layer, to make text rendering easy.
Used by Pie itself, the shader compiler provides a simple way to transpile shaders. Compile GLSL or HLSL to Spir-V, and transpile Spir-V to various supported shading languages, such as GLSL or HLSL. This library is used by Pie to provide cross-platform shader support.
- Silk.NET - OpenGL, Vulkan, GLFW and SDL bindings.
- Vortice.Windows - Direct3D 11 bindings.
- Spirzza - shaderc & spirv-cross bindings.
- mixr - Native audio library for Pie.Audio
- Twitter for it's pie emoji (I don't own it!)