Hello, Lexgine


Welcome to Lexgine.

This is the first post in a series of blog posts dedicated to Lexgine — a versatile rendering framework built on Direct3D 12.

Lexgine started a long time ago, back in 2016, as a personal learning project with no concrete goal or target audience. I simply wanted to build a renderer from scratch, believed I could pull it off, and—most importantly—have fun and learn along the way.

Over the years, the project kept quietly evolving in the background. As time passed, I realized that Lexgine had been “brewing” for almost a decade. That realization pushed me to finally roll up my sleeves and turn this long-running experiment into something cohesive, usable, and shareable.

This blog is part of that effort. I’ll be writing about design decisions, experiments, things that worked, things that didn’t, and the trade-offs involved in building a rendering framework from the ground up.

Let’s start this ride.