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

Key stages of the foundational architecture are complete: from the mathematical core and cross-platform GAPI to the end-to-end asset packaging pipeline and multi-window rendering. Current core achievements:
• File System & Binary Packages: A cross-platform file system with sandboxed access zones (read-only application storage, isolated writable user directories). All source assets are compiled into optimized binary packages with end-to-end GUID indexing. At runtime, packages are mounted via platform memory-mapped file wrappers, providing direct Zero-Copy access without read syscall overhead.
• Multithreading & Runtime: A priority-based task dispatcher with workload balancing across CPU core clusters. The pipeline decouples the game loop, frame preparation, and rendering (CPU prepares frame N while GPU presents frame N-1), executing heavy operations in background worker pools without stalling the UI.
• Shader Pipeline & Materials: A node-based shader and material authoring system. Declarative graphs are automatically translated into bindless HLSL code and compiled into target GPU bytecode: DXIL for DirectX 12 (Windows), SPIR-V for Vulkan (Windows, Linux, Android), and metallib binaries for Metal (macOS, iOS). At runtime, precompiled binaries are handed directly to the GPU without on-device text parsing or compilation delays.
• GAPI & Layered Scene: Unified graphics pipeline on DirectX 12, Vulkan, and Metal. Supports multiple concurrent windows (main, child, attached) with isolated or shared scenes. The scene is split into layers:
– 3D Layer: minimally complete — passes the full pipeline, clears background, renders a 3D object, supports free camera navigation and event-driven C++ scripting. Stable across Windows, Linux, macOS, iOS, and Android.
– MVVM Layer: foundation in place (element tree, scene serialization, component library); canvas layout, screen scaling, and battery-efficient On-Demand rendering are in active development.
– 2D Layer: temporarily deferred — 2D graphics needs are handled within the MVVM layer.
• Toolchain Suite: An established proprietary tooling stack:
– Asset Toolkit (CLI & GUI) — compiles shaders, textures, geometry, packs binary containers, and generates native IDE projects out of the box;
– Build Configurator (GUI & CLI) — fast toggling of platform presets and graphics backends;
– Remote Log Viewer — real-time network log monitoring across remote devices;
– Admin Panel — dedicated server administration panel.
• Visual Editor: Standalone editor development was initiated but temporarily paused to focus on stabilizing the framework core and avoid redundant refactoring overhead.
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