A high-performance rendering core written in Rust.
Designed to be embedded and driven by a first-class TypeScript binding (WASM, Node.js N-API, or Bun FFI) or directly via the C ABI.
Not just an Engine.
A Graphics Backend.
Vulfram solves the hard parts of rendering—resource management and pipeline state—so you can focus on building your game logic or tool in the language of your choice.
Built with performance and memory safety in mind. The core engine leverages Rust features to ensure stability and speed.
Efficiently handles textures, buffers, shaders, and pipelines. Forget about manual handle tracking and state synchronization.
Submit render commands in optimized batches. This architecture minimizes overhead and allows for efficient draw calls.
Designed to be embedded. First-class TypeScript binding (WASM, N-API, Bun FFI) and a stable C ABI for any other language.
The API maps closely to modern graphics APIs (Vulkan/WGPU concepts), giving you control without the bloat.
Easily create bindings for Python, Lua, or C# using the exposed C interface. The core stays the same, the logic moves with you.