this post was submitted on 21 Feb 2024
-13 points (34.1% liked)
Programming
17482 readers
202 users here now
Welcome to the main community in programming.dev! Feel free to post anything relating to programming here!
Cross posting is strongly encouraged in the instance. If you feel your post or another person's post makes sense in another community cross post into it.
Hope you enjoy the instance!
Rules
Rules
- Follow the programming.dev instance rules
- Keep content related to programming in some way
- If you're posting long videos try to add in some form of tldr for those who don't want to watch videos
Wormhole
Follow the wormhole through a path of communities [email protected]
founded 1 year ago
MODERATORS
you are viewing a single comment's thread
view the rest of the comments
view the rest of the comments
They're using metal which is Apple only.
But why? I saw their section about rasterising everything on the GPU, and again I find it hard to understand why they need anything more than OpenGL 3.
Their UI looks like it would be an LRU glyph cache and a sprite batcher, and then you'd have 1000fps.
You can get lower latency with vulkan then with opengl. I remember some emulators (gamecube?) talk about why they implemented vulkan.
That sounds plausible. I'm sure having the lowest possible latency was their goal. There are multiple popular rust libraries aiming to provide zero cost abstractions over a common subset of the metal, vulcan and dx12 APIs, but I've never actually used one.