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Etienne

04/16/2021, 6:45 PM
curious about rendering with Korge, wrt acceleration and perf on various platforms.
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SerVB

04/16/2021, 6:55 PM
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
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Etienne

04/16/2021, 7:04 PM
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
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SerVB

04/16/2021, 7:14 PM
I'm not sure here; not an expert of KorGE internals 🤷 Let's wait for somebody else
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Etienne

04/16/2021, 7:17 PM
cool. it's super interesting.
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Deactivated User

04/21/2021, 10:20 AM
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
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Etienne

04/23/2021, 3:35 PM
sweet, thanks for that info! really looking forward to experimenting more with your libs 🙂