R3D is a modern 3D rendering library for raylib that provides advanced lighting, shadows, materials, and post-processing effects without the complexity of building a full engine from scratch.
Warning
It is recommended to use the pre-release tags. While you can use the master branch, unexpected API breaking changes may occur until the first official release is published.
- Hybrid Renderer: Deferred pipeline with forward rendering for transparency.
- Advanced Materials: Complete PBR material system (Burley/SchlickGGX)
- Dynamic Lighting: Directional, spot, and omni lights with soft shadows
- Image-Based Lighting: Supports environment IBL and reflection probes.
- Post-Processing: SSAO, SSR, DoF, bloom, fog, tonemapping, and more
- Model Loading: Assimp integration with animations and mesh generation
- Performance: Built-in frustum culling, instanced rendering, and more
To build R3D, you must have:
- raylib 5.5+ (optionally provided as a submodule)
- Assimp 6.0.3 (optionally provided as a submodule)
- Python 3.6+ (used to process shaders during compilation)
To use R3D, the required specifications are:
- OpenGL 3.3+ (with support for
GL_ARB_texture_cube_map_array)
If you don't know how to start and want to try it quickly:
git clone --depth 1 --recurse-submodules https://github.com/Bigfoot71/r3d
cd r3d
mkdir build && cd build
cmake .. -DR3D_RAYLIB_VENDORED=ON -DR3D_ASSIMP_VENDORED=ON
cmake --build .Or you can use r3dStarter made by Jens Roth.
#include <r3d/r3d.h>
#include <raymath.h>
int main(void)
{
InitWindow(800, 600, "R3D Example");
SetTargetFPS(60);
R3D_Init(800, 600);
// Create scene objects
R3D_Mesh mesh = R3D_GenMeshSphere(1.0f, 16, 32);
R3D_Material material = R3D_GetDefaultMaterial();
// Setup lighting
R3D_Light light = R3D_CreateLight(R3D_LIGHT_DIR);
R3D_SetLightDirection(light, (Vector3){-1, -1, -1});
R3D_SetLightActive(light, true);
// Camera setup
Camera3D camera = {
.position = {3, 3, 3},
.target = {0, 0, 0},
.up = {0, 1, 0},
.fovy = 60.0f,
.projection = CAMERA_PERSPECTIVE
};
// Main loop
while (!WindowShouldClose()) {
UpdateCamera(&camera, CAMERA_ORBITAL);
BeginDrawing();
R3D_Begin(camera);
R3D_DrawMesh(mesh, material, Vector3Zero(), 1.0f);
R3D_End();
EndDrawing();
}
R3D_UnloadMesh(mesh);
R3D_Close();
CloseWindow();
return 0;
}Licensed under the Zlib License - see LICENSE for details.



