curious about rendering with Korge, wrt accelerati...
# korge
e
curious about rendering with Korge, wrt acceleration and perf on various platforms.
s
Here it's stated that now it's much faster than 10K sprites in bunny mark: https://blog.korge.org/korge-11290-optimizations/
FMPOV, performance is OK. However, I don't have projects with complex rendering. Also, I've tested only JS and JVM targets
e
sounds nice. I'm really curious about what pushes pixels to the screen between the different target platforms. Looks like I might want to look at korge2/korgw packages first?
https://github.com/korlibs/korgw looks like the place I should look at
s
I'm not sure here; not an expert of KorGE internals 🤷 Let's wait for somebody else
e
cool. it's super interesting.
d
There is an AG (Accelerated Graphics) interface, that defines a state, a Shader Program AST, and then a draw method to render batches: https://github.com/korlibs/korgw/blob/cf287dda085f58f40d7555cdf6fda6acc8b1ec24/korgw/src/commonMain/kotlin/com/soywiz/korag/AG.kt#L554-L574 Then there is a OpenGL implementation of AG. That uses an OpenGL interface with a subset compatible with OpenGL/OpenGL|ES 2.0/WebGL. The idea is that AG could be implemented in Vulkan, Metal, WebGPU or DirectX too eventually while keeping the interface as it is
e
sweet, thanks for that info! really looking forward to experimenting more with your libs 🙂