Examples
86 examples. 78 have a web build and run in the browser — look for the Run badge.
Run01First modkit example - basic window and frame loop
Run02triangleshadersuilayout
Run03Uniform example - shader uniforms with direct submissionshadersuilayout3d
Run04Texture example - loading and displaying texturesshaderstextureuilayout
Run05Multi-texture blending exampleuilayoutshaderstexture
Run06Single rotating cube with perspective cameradebugprofilingshaders3d
Run07Multiple cubes with FPS-style camera controlsshadersinput3dui
Run08Multiple cubes with orbit camera controlsshaders3duilayout
Run09Input system demonstrationinput
Run10Gamepad-controlled cube demo (one cube per connected gamepad)shadersinput3dui
Run11Dynamic buffer demonstrationshadersuilayout
Run122D Drawing demonstrationtexture2dvector
Run13Cross-platform HiDPI and content-scale demonstration2dvector
Run143D shapes demonstration3d
Run15NanoVG vector graphics example2dvector
Run16Dear ImGui Integrationuiimgui
Run17Dear ImGui with HiDPI Supportuiimgui
Run18Font Renderingtextuiimguislug
Run19Text Showcasetextuiimgui2d
Run20Audio playground: playback, buses, effects, and Modkit -Z-forward spatial audio.audio2dvector
Run21Sprites and Animation2dspritesvectortexture
22TCP Networkingnetworking
Run23WebSocketnetworking
24UDP Networkingnetworking- no window25Network Tools CLInetworking
- no windowRun26Example 26 - mk_peer/mk_channel echo test (headless, no window).networking
27Multi-threaded Rendering2dvector3dthreading
Run28Offscreen render-to-texture + composite via the pass API2dvector3dtext
Run29Safe-area, orientation, lifecycle, and mobile text-input demonstration2dvector
Run30bgfx Escape Hatchbgfx
31Hello compute — a compute shader writes a texture, a draw displays itshaderstexturepost
Run32Example 32 - platform / OS integration (Track 1 quick wins).inputwindowtexture
Run33Example 33 - GPU->CPU texture read-back round trip (mk_texture_read).texturerender-targetinput
Run34Example 34 - async asset loading (mk_assets_load_texture_async).2dvectortextureinput
Run35Example 35 - mipmap policy: none vs CPU vs GPU generation.2dvectortextureinput
Run36Example 36 - HDR / float texture loading.2dvectortextureinput
Run37HarfBuzz-backed ligatures, combining marks, and Arabic shaping.textshaping2dvector
Run38Interactive multilingual HarfBuzz shaping and rendering stress lab.textshaping2dvector
Run39Retained multilingual paragraph layout and interaction showcase.textslug2dvector
40Multi-window demonstrationwindow
Run41Bounding volumes + picking + frustum culling (math/bounds.h)3d
Run42CPU-side image API (image.h) + color/rand utilitiesimage2dvectortexture
Run43Per-user storage/config (storage.h) + audio mixer buses (audio.h)storageaudio
Run44GPU-compressed texture loading (DDS/KTX1 via dds-ktx)imagestorage2dvector
Run45Exercises the thin bgfx wrappers added in the "missing bgfx API" pass.shaderstexture
Run46Core fullscreen-pass API (mk_fullscreen_*) — no quad, no present VS.shadersposttexture2d
Run47Example 47 - model loading package (mk_model_*).3dmodellightinginput
Run48Example 48 - PBR material package (mk_pbr_material).3dgeometrypbrlighting
Run49Example 49 - IBL / skybox package (mk_ibl_*, mk_skybox_draw).3dgeometrypbrlighting
Run50Example 50 - Post-processing: HDR scene target -> tonemap (mk_post).3dgeometrypbrlighting
Run51Example 51 - Clearcoat (mk_pbr_desc.clearcoat).3dgeometrypbrlighting
Run52Example 52 - Iridescence (mk_pbr_desc.iridescence_*).3dgeometrypbrlighting
Run53Example 53 - Sheen (mk_pbr_desc.sheen_*).3dgeometrypbrlighting
Run54Example 54 - Transmission (screen-space refraction glass).3dgeometrypbrlighting
Run55Example 55 - glTF KHR_materials_* viewer.3dmodellightingpbr
Run56Example 56 - Anisotropy (mk_pbr_desc.specular_roughness_anisotropy / _rotation).3dgeometrypbrlighting
Run57Example 57 - model animation package support.3dmodellightingpbr
Run58Render graph orchestration over normal modkit passes.postshaders2dvector
Run59Camera2D, virtual resolution, Canvas vectors, blends, and Sprite batchingtextimage2dsprites
Run60Fixed-update Box2D showcase with interpolated production renderingtextphysics2dvector
Run61cookershaders3duilayout
Run62Example 62 - multi-light, clustered lighting, and visible punctual shadows.3dgeometryinputlighting
Run63Example 63 - retained scene hierarchy, collection, LOD, and rendering.3dgeometryinputpbr
Run64Example 64 - scene renderer post-processing.3dgeometryinputpbr
Run65Asymmetric render-target orientation conformance scene.3dgeometrypbrlighting
Run66Fixed-step Box3D showcase with interpolated production rendering3dphysicsinputbox3d
Run67Microphone capture and in-memory WAV recording with a tiny waveform view.audio2dvector
Run68Optional MIDI package: live input, touch piano, MIDI-file playback,textsluginputaudio
Run69On-demand GPU resource and completed-pass inspection with Dear ImGuiuiimguipostshaders
Run70Tilemap, autotile, flip, nine-slice, mask, and atlas showcase.uiimgui2dvector
Run71Independent animated GIF playback example using Canvas2dvectorvideogif
Run72Independent Clay layout and Modkit rendering bridge exampleuiclayinputtexture
Run73Slug curve-based glyph renderingtextsluginputshaders
Run74Slug text in 3Dtextsluginputshaders
Run75Example 75 - unified 2D/3D particle playground.2dvector3dgeometry
Run76Slug Text Showcase2dvectortextui
Run77Four-page typography feature comparison.textuiimguiinput
Run78Advanced shared text transforms, instances, gradients and outlines.textuiimguiinput
Run79Programmatic Canvas vector showcase without SVG assets.2dvectortextui
Run80Asynchronous video playback, controls, events, and mixer routing.audio2dvectortext
81runtime shadershadersruntime-shadersuilayout- no windowRun82System integration2dvectortextinput
- no windowRun83Immediate-mode ModKit UI reference exampletextinput
- no windowRun84Platform game services: identity, achievements, leaderboards, cloud save
- no windowRun85Touch-driven game services demo, laid out with Clayuiclaytext
- no window86Example 86 - RPC, input and snapshots over multiplayer sessions.threadingnetworkinginput