需要 .NET 10 SDK,版本过低无法编译;仓库暂无项目文件和构建脚本,只能先用 NuGet 包;商业产品需在致谢页署名、游戏开始前显示 BRUTAL logo 并附带 NOTICE.txt,否则需单独商业授权。

BRUTAL
ahwootech活跃维护用 C# 写游戏或自研引擎的开源框架,直接调用 Vulkan 等原生 API 和底层库,省去自己搭底层设施的麻烦。
A free, open source C# framework for making games, or your own game engine. Direct access to native APIs and Vulkan, with the low-level libraries around them. The foundation under Kitten Space Agency and RimWorld's Waylith engine.
dotnet new console -n HelloBrutal
dotnet add package Ahwoo.Brutal.Core
dotnet add package Ahwoo.Brutal.Glfw
dotnet run渲染需要支持 Vulkan 1.3 的 GPU 及最新驱动;开发验证层需装 Vulkan SDK;系统支持 Windows 或 Linux。README 未说明显存要求。
免费开源的 C# 游戏框架,直连原生 API 与 Vulkan,可当游戏引擎底座
用 C# 写游戏或自研引擎的开源框架,直接调用 Vulkan 等原生 API 和底层库,省去自己搭底层设施的麻烦。
核心能力
- 自定义 interop 层让 C# 直接调用原生 API
- 按需引用 NuGet 包,只取所需库
- 内置无分配内存、字符串与集合类型
- 提供 Vulkan、GLFW、ImGui、FMOD、Jolt 等绑定
- 自带作业调度、日志与本地化基础模块
容易踩的坑
- v2026.10.02026.10.0 - initial public release2026-10-28 · 2026-10-28 00:57 UTC
查看更新说明
Known issues
- Jolt 2026.10.2's native library is older than its bindings: valid triangle meshes fail, and many mesh and ray calls throw
EntryPointNotFoundException(#13). The next release fixes it. - Box2D 2026.10.1 binds 64 of its 484 functions to entry points the native library doesn't export, such as
b2Rot_GetAngle(#16). NativeList.Insertnever updatesCapacity, so the nextAddwrites past the allocation (#11).GlfwBackend.GetClipboardTextthrows when the clipboard holds no text, crashing the app on paste (#8); #9 fixes it.ISlangBlob.GetBufferSizereturns the wrong size on Windows (#22).Sdl.PInvoke.GLGetProcAddresscan't be passed toGlad.Initialize()(#18).
Thanks
To @renancamm and @LaurensDeV, for fixing this repository's links on launch day.
Packages
Ahwoo.BRUTAL.Fmodbinds FMOD but doesn't ship its binaries: FMOD's licence doesn't allow it, so bring your own.Library Version Box2D 2026.10.1 Collections 2026.10.1 Concurrency 2026.10.1 Core 2026.10.1 Fmod 2026.10.3 FreeType 2026.10.1 Glfw 2026.10.4 Gli 2026.10.1 Gltf 2026.10.2 ImGui, ImGui.Abstractions, ImGui.Backends, ImGui.Extensions, ImGui.FreeType, ImPlot 2026.10.2 Interop 2026.10.1 Jolt 2026.10.2 Ktx 2026.10.1 Localization 2026.10.2 Logging 2026.10.2 Maths 2026.10.1 Memory 2026.10.1 MeshOptimizer 2026.10.1 Monitor.Common, Monitor.Host 2026.10.2 NativeFileDialog 2026.10.2 NotCurses 2026.10.0 Numerics 2026.10.1 OpenAl 2026.10.2 OpenGl 2026.10.1 RakNet 2026.10.2 Render.Common, Render.Debug, Render.Mesh 2026.10.1 RenderDoc, RenderDoc.ImGui 2026.10.2 Sdl, Sdl.Image, Sdl.Mixer, Sdl.Ttf 2026.10.2 ShaderC 2026.10.2 Slang 2026.10.1 Stb 2026.10.2 Strings 2026.10.1 Texture, Texture.Abstractions 2026.10.2 Vulkan, Vulkan.Abstractions, Vulkan.Vma 2026.10.2 ZLib 2026.10.1 </detai
- Jolt 2026.10.2's native library is older than its bindings: valid triangle meshes fail, and many mesh and ray calls throw
- v2026.10.12026.10.1 - Update Slang, Vulkan, Gltf and ImGui. Offload natives to sub-packages.最新正式版2026-10-23 · 2026-10-23 05:18 UTC
Fixed
- GlfwBackend.GetClipboardText throws when the clipboard holds no text, crashing the app on paste (#8)
ISlangBlob.GetBufferSizereturns wrong value on Windows (#22)
Pull requests applied
- Return null from GlfwBackend.GetClipboardText when the clipboard holds no text (#9) by @LaurensDeV
- Make version helper (#15) by @sGo7-Dev
- Find the system Vulkan loader on macOS and Linux (#21) by @Capsup
Merged into this repository
- Fix forum links in CONTRIBUTING.md (#6) by @renancamm
- Fix the remaining forum links (#10) by @LaurensDeV
- docs: add gruntz to the projects using brutal (#12) by @rocket2guns
Thanks
To @LaurensDeV, @sGo7-Dev, @Capsup, @renancamm and @rocket2guns.
Packages
Library Packages Version Box2D Ahwoo.BRUTAL.Box2D,Ahwoo.BRUTAL.Box2D.Native2026.10.1 → 2026.10.2 Collections Ahwoo.BRUTAL.Collections2026.10.1 → 2026.10.2 Concurrency Ahwoo.BRUTAL.Concurrency2026.10.1 → 2026.10.2 Core Ahwoo.BRUTAL.Core2026.10.1 → 2026.10.4 Fmod Ahwoo.BRUTAL.Fmod2026.10.3 → 2026.10.4 FreeType Ahwoo.BRUTAL.FreeType2026.10.1 → 2026.10.2 Glfw Ahwoo.BRUTAL.Glfw,Ahwoo.BRUTAL.Glfw.Native2026.10.4 → 2026.10.5 Gli Ahwoo.BRUTAL.Gli,Ahwoo.BRUTAL.Gli.Native2026.10.1 → 2026.10.2 Gltf Ahwoo.BRUTAL.Gltf2026.10.2 → 2026.10.3 ImGui Ahwoo.BRUTAL.ImGui,Ahwoo.BRUTAL.ImGui.Abstractions,Ahwoo.BRUTAL.ImGui.Backends,Ahwoo.BRUTAL.ImGui.Extensions,Ahwoo.BRUTAL.ImGui.FreeType,Ahwoo.BRUTAL.ImGui.FreeType.Native,Ahwoo.BRUTAL.ImGui.Native,Ahwoo.BRUTAL.ImPlot,Ahwoo.BRUTAL.ImPlot.Native2026.10.2 → 2026.10.3 Interop Ahwoo.BRUTAL.Interop2026.10.1 → 2026.10.2 Jolt Ahwoo.BRUTAL.Jolt,Ahwoo.BRUTAL.Jolt.Native2026.10.2 → 2026.10.4 Ktx Ahwoo.BRUTAL.Ktx,Ahwoo.BRUTAL.Ktx.Native2026.10.1 → 2026.10.2 Localization Ahwoo.BRUTAL.Localization2026.10.2 → 2026.10.3 Logging Ahwoo.BRUTAL.Logging2026.10.2 → 2026.10.3 Maths Ahwoo.BRUTAL.Maths2026.10.1 → 2026.10.3 Memory Ahwoo.BRUTAL.Memory2026.10.1 → 2026.10.2 MeshOptimizer Ahwoo.BRUTAL.MeshOptimizer,Ahwoo.BRUTAL.MeshOptimizer.Native2026.10.1 → 2026.10.2 Monitor Ahwoo.BRUTAL.Monitor.Common,Ahwoo.BRUTAL.Monitor.Host2026.10.2 → 2026.10.3 NativeFileDialog Ahwoo.BRUTAL.NativeFileDialog,Ahwoo.BRUTAL.NativeFileDialog.Native2026.10.2 → 2026.10.3 NotCurses Ahwoo.BRUTAL.NotCurses,Ahwoo.BRUTAL.NotCurses.Native2026.10.0 → 2026.10.1 Numerics Ahwoo.BRUTAL.Numerics2026.10.1 → 2026.10.2 OpenAl Ahwoo.BRUTAL.OpenAl,Ahwoo.BRUTAL.OpenAl.Native2026.10.2 → 2026.10.3 OpenGl Ahwoo.BRUTAL.OpenGl,Ahwoo.BRUTAL.OpenGl.Native2026.10.1 → 2026.10.2 RakNet Ahwoo.BRUTAL.RakNet,Ahwoo.BRUTAL.RakNet.Native2026.10.2 → 2026.10.3 Render Ahwoo.BRUTAL.Render.Common,Ahwoo.BRUTAL.Render.Debug,Ahwoo.BRUTAL.Render.Mesh2026.10.1 → 2026.10.2 RenderDoc Ahwoo.BRUTAL.RenderDoc,Ahwoo.BRUTAL.RenderDoc.ImGui2026.10.2 → 2026.10.3 Sdl Ahwoo.BRUTAL.Sdl,Ahwoo.BRUTAL.Sdl.Image,Ahwoo.BRUTAL.Sdl.Image.Native,Ahwoo.BRUTAL.Sdl.Mixer,Ahwoo.BRUTAL.Sdl.Mixer.Native,Ahwoo.BRUTAL.Sdl.Native,Ahwoo.BRUTAL.Sdl.Ttf,Ahwoo.BRUTAL.Sdl.Ttf.Native2026.10.2 → 2026.10.3 ShaderC Ahwoo.BRUTAL.ShaderC,Ahwoo.BRUTAL.ShaderC.Native2026.10.2 → 2026.10.3 Slang Ahwoo.BRUTAL.Slang,Ahwoo.BRUTAL.Slang.Native2026.10.1 → 2026.10.3 Stb Ahwoo.BRUTAL.Stb,Ahwoo.BRUTAL.Stb.Native2026.10.2 → 2026.10.3 Strings Ahwoo.BRUTAL.Strings2026.10.1 → 2026.10.2 Texture Ahwoo.BRUTAL.Texture,Ahwoo.BRUTAL.Texture.Abstractions2026.10.2 → 2026.10.3 Vulkan Ahwoo.BRUTAL.Vulkan,Ahwoo.BRUTAL.Vulkan.Abstractions,Ahwoo.BRUTAL.Vulkan.Native,Ahwoo.BRUTAL.Vulkan.Vma, `Ahwoo.BRUTA
用户点评
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BRUTAL Framework
A free, open source C# framework for making games, or your own game engine.
BRUTAL is a framework. You can make a game directly with it, or use it as the foundation for a separate engine. We made Kitten Space Agency directly on BRUTAL. Ludeon built their Waylith engine on it to move RimWorld off Unity.
At its core is a custom interop layer giving C# direct access to native APIs and libraries. Around that we've built mathematics, memory management, strings, collections, job scheduling, logging, localization, and bindings for Vulkan, GLFW, Dear ImGui, FMOD, RakNet, Jolt and Box2D. BRUTAL doesn't make the architectural decisions for you. You write your own stack. You can use whatever NuGet packages you want, including third-party ones.
It's called BRUTAL for a reason. In some ways it's much harder to use than Unity, Unreal or Godot. In other ways, particularly if you're doing something unusual, it's considerably easier. You actually have to know what you want to do first.
Why
You are only as independent as your tools are.
Developers have surrendered an extraordinary amount of control over their work to companies whose interests are not necessarily aligned with their own. We're not suggesting everyone should make their own game engine. We're suggesting every developer should have the option to, without having to spend four years building the foundations first.
What that means in practice:
- Free, including for commercial games. No royalties. We don't want a percentage of your game's revenue. We ask for credit.
- Open source. The source is here under an MIT-based licence. If one day we stop being accountable to developers, you can fork it and go your own way.
- Deliberately small. We do a few low-level things well: interop, memory, concurrency, maths, strings, and bindings to native libraries, on the latest C# and Vulkan. We avoid allocations and unnecessary overhead and use unmanaged memory and unsafe code where it makes sense.
- A foundation, like a kernel. Think of the Linux kernel and something like Ubuntu. It's not an exact comparison, but it gets the idea across. We provide the foundation and you build your own systems on top.
What BRUTAL is not
BRUTAL is not trying to be a general-purpose engine. There is no editor, no scene graph and no renderer, and we're not adding them. We push back on efforts to add more, because adding everything is how the industry ended up with the kind of engines we don't want to use. Pull requests that drift away from a clear purpose will be rejected.
Projects using BRUTAL
| Product | Studio | Engine (if any) |
|---|---|---|
| RimWorld | Ludeon Studios | Waylith |
| Kitten Space Agency | RocketWerkz | Direct on BRUTAL |
| Torpedia | RocketWerkz | Direct on BRUTAL |
| Art of the Rail | RocketWerkz | Direct on BRUTAL |
| Gruntz | RocketWerkz | Direct on BRUTAL |
| Afterskies | Floating Origin Interactive | Direct on BRUTAL |
Ludeon report 2 to 4 times the performance of the Unity build in their own tests, with the vast majority of existing mods still compatible. See their Steam announcement.
Kitten Space Agency is a free pre-alpha spaceflight simulation. It runs a solar system at real scale, and is the first major project built directly on BRUTAL. Download it on Ahwoo and see the technology yourself.
What is in the box
Each top-level folder in this repository is one library, published as a NuGet package. Reference only the ones you need.
| Library | What it is |
|---|---|
Brutal.Core | Base types, attributes, platform detection, pointer helpers, Roslyn analyzers |
Brutal.Interop | The custom interop layer that gives C# direct access to native APIs |
Brutal.Memory | Unmanaged memory management and allocators |
Brutal.Collections | Collections that don't allocate |
Brutal.Strings | String building and handling without allocation |
Brutal.Maths, Brutal.Numerics | Vector, matrix and numeric types |
Brutal.Concurrency | Job system and threading |
Brutal.Logging | Logging |
Brutal.Localization | Localization |
Brutal.Vulkan, Brutal.Vulkan.Abstractions, Brutal.Vulkan.Vma | Vulkan bindings, abstractions and the Vulkan Memory Allocator |
Brutal.OpenGl | OpenGL bindings |
Brutal.ShaderC, Brutal.Slang | Shader compilation |
Brutal.Glfw, Brutal.Sdl, Brutal.Sdl.Image, Brutal.Sdl.Mixer, Brutal.Sdl.Ttf | Windowing and input, with SDL's image, audio mixing and font add-ons |
Brutal.ImGui, Brutal.ImGui.*, Brutal.ImPlot | Dear ImGui and ImPlot bindings, docking branch |
Brutal.Render.Mesh | Mesh utilities |
Brutal.Texture, Brutal.Texture.Abstractions, Brutal.Ktx, Brutal.Gli, Brutal.Stb | Texture loading, KTX and compressed formats, image decoding |
Brutal.Gltf, Brutal.MeshOptimizer | glTF loading and mesh optimisation |
Brutal.FreeType | Font rasterisation |
Brutal.Fmod, Brutal.OpenAl | Audio |
Brutal.RakNet | Networking |
Brutal.Jolt, Brutal.Box2D | 3D and 2D physics |
Brutal.Monitor.Common, Brutal.Monitor.Host, Brutal.RenderDoc, Brutal.RenderDoc.ImGui | Runtime monitoring and RenderDoc capture integration |
Brutal.NativeFileDialog, Brutal.NotCurses, Brutal.ZLib | Native file dialogs, terminal UI, compression |
Third-party notices for each library live in its LICENSES folder, Brutal.ImGui/LICENSES say.
Getting started
Prerequisites
- .NET 10 SDK
- A Vulkan 1.3 capable GPU with current drivers (if you render)
- The Vulkan SDK if you want validation layers while developing
- Windows or Linux
Your first window
Create a project and add Core and Glfw:
dotnet new console -n HelloBrutal
cd HelloBrutal
dotnet add package Ahwoo.Brutal.Core
dotnet add package Ahwoo.Brutal.Glfw
Replace Program.cs:
using Brutal.GlfwApi;
using Brutal.Numerics;
if (!Glfw.Init())
throw new Exception("Failed to initialize GLFW");
Glfw.WindowHint(GlfwWindowHint.ClientApi, 0);
var window = Glfw.CreateWindow(new GlfwWindow.CreateInfo
{
Title = "Hello BRUTAL",
Size = new int2(1280, 720),
});
while (!window.ShouldClose)
Glfw.PollEvents();
Glfw.Terminate();
dotnet run
That opens a window with no graphics API. For a minimal sample of every package, see samples.
What you add next is up to you:
- Rendering:
Ahwoo.Brutal.Vulkan.AbstractionsandAhwoo.Brutal.Vulkan.Vmafor a Vulkan renderer,Ahwoo.Brutal.ShaderCto compile shaders at runtime. - Debug UI:
Ahwoo.Brutal.ImGuiandAhwoo.Brutal.ImPlot. - Parallelism:
Ahwoo.Brutal.Concurrencyfor the job system. - Audio and networking:
Ahwoo.Brutal.Fmod,Ahwoo.Brutal.RakNet.
Questions and "how do I" threads go on the Guides and Help forum.
Building from source
This is the source for every published package. Project files, a solution and build scripts are coming. Until then use the NuGet packages, and use this repository to read and fork the code.
git clone https://github.com/ahwootech/BRUTAL.git
Licence
BRUTAL is free to use, modify and distribute, including in commercial games. There are no royalties and we don't want a percentage of your game's revenue.
The licence is based on MIT with an added attribution requirement. A game or product built with BRUTAL:
- includes the BRUTAL copyright notice in its credits screen, or equivalent (section 2.1)
- shows the BRUTAL logo before gameplay starts (section 2.2)
- ships
NOTICE.txtalongside the product (section 2.3)
If you don't want to do that, we can arrange a separate commercial licence. We also waive the logo requirement for non-profit projects and where displaying it would be detrimental to the application's purpose.
BRUTAL is open source. There are already OSI-approved licences that allow graphical attribution. Ours is not yet OSI approved because we have not submitted it yet. We intend to, and to develop the licence with community feedback. See LICENSE.txt for the full text.
Third-party components keep their own licences. Section 4.0 points at the LICENSES folder at the root of each NuGet package; in this repository, those notices are in the LICENSES folder of each library that redistributes them.
Contributing
You can submit PRs and issues. We are a small team and maintaining a public framework is going to be a lot of work, so please be patient with us. We'll see what happens, assess the problems, and change our workflows as necessary. What won't change is BRUTAL's scope.
Before opening a PR, read CONTRIBUTING.md. It covers scope, what we expect from AI-assisted contributions, the contribution grant in section 5.0 of the licence, and the sign-off every commit needs. Small changes you understand and have tested, with a clear purpose, are the ones that will get merged.
- Security issues: report them privately, see SECURITY.md. Don't open a public issue.
- Conduct: CODE_OF_CONDUCT.md.
Community
- Source: https://github.com/ahwootech/BRUTAL
- NuGet packages: https://www.nuget.org/profiles/Ahwoo
- Forums: https://forums.ahwoo.com/forums/brutal/
- Discord: https://discord.gg/MEuNTYbAh8
Credits
BRUTAL was made by the RocketWerkz Enterprise team and others, named in CONTRIBUTORS.md. When we talk about wanting credit for BRUTAL, these are the people we are talking about.
BRUTAL is Copyright (c) 2024 Ahwoo Limited.