01

What I Am Building

Framework with a visual editor for creating cross-platform applications with MVVM interfaces and games.

02

Why

Needed a tool for commercial software: out-of-the-box MVVM, native 3D, and frame rate control for battery saving. Without complex custom rework for project needs, no ready-made solutions were found on the market.

03

Goals

Produce a ready-to-use framework with a visual editor for creating high-performance UI of any complexity with native 3D and C++ scripting in one place.

04

What I Use

C++, DirectX, Vulkan, and Metal graphics APIs, cross-platform build tools CMake and Ninja.

05

Monetization

Paid licensing and subscription for commercial software: engineering software, CAD, CAM, DAW, high-frequency trading, analytical dashboards, utilities, and other software requiring high-performance UI with straightforward 2D and 3D integration using the MVVM pattern and C++ for scripting.

06

Current Status

From a single text-based asset project (node-based shaders, meshes, graphics, C++ scripts), the pipeline generates native projects for target IDEs for out-of-the-box compilation. A multi-window architecture is implemented (main, child, and attached windows) with isolated or shared scenes. Scene rendering is split into layers:
• 3D Layer: minimally ready — passes the full pipeline, clears background, renders a single 3D object, and supports free camera navigation across all target platforms.
• MVVM Layer: in early development stage.
• 2D Layer: temporarily deferred due to low priority at this stage.
• Visual Editor: deferred until core architecture stabilizes to prevent unproductive refactoring overhead.
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