@EdwinCh43136084 However, Flutter 3.47 does not yet officially support Flutter GPU in standalone Windows release builds. A small engine-side patch can work around this, but official support is still pending.
@EdwinCh43136084 Yes. This package uses MapLibre Native for style processing and Flutter GPU for rendering, so there are few platform-specific limitations. Custom raster styles work on Windows as well.
I've published MapLibre Flutter GPU.
https://t.co/bIyCMVQNTT
- Rendered entirely with Flutter, without Platform Views
- All map text and symbols are Flutter widgets
- Additional 3D rendering with Flutter GPU
Still at v0.0.1, so issues and feedback are very welcome.
We’ve pieced together something special... Flutter 3.47 is officially here! 🩵
This release includes:
🧩 Material and Cupertino as standalone packages
🧩 Impeller as the default renderer for desktop
🧩 Stable Widget Previews
Details → https://t.co/X7so8FxEyb
@saqrelfirgany Because maplibre_flutter_gpu avoids Platform Views, it could outperform maplibre_gl on lower-end Android. However, my tests show periodic Flutter GPU stalls, so it hasn’t done so yet. Flutter GPU’s always-offscreen rendering likely adds overhead on such devices. More to do.
@saqrelfirgany The render target is simply the viewport size multiplied by MediaQuery.devicePixelRatio. I haven’t implemented any special handling for lower-end Android devices.
I plan to add support for Windows and Linux when Flutter 3.47 is released.
I’ve been eagerly awaiting official Impeller support for both platforms for years, so I’m really excited about this.
Development of the MapLibre Flutter GPU backend is progressing smoothly, with v0.0.1 planned for early August.
The map and widgets remain fully synchronized, with all labels and symbols implemented as Widgets. And also enables flexible 3D model placement on map with Flutter GPU.
Since I couldn't use Fable or GPT-5.6 today, I wasn't able to do my main work. Instead, I used Composer to see if I could connect Flutter and Godot to change parameters with hot reloading. I can see why Toyota's Fluorite chose Flutter.
Development had been on hold because implementation was difficult in Opus 4.7 and 4.8, but with Fable 5, I’ve made this much progress in just one day.
If I can use the Fable 5 Max plan for a month, I should be able to get this ready for release.
I am currently working on porting MapLibre to Flutter GPU.
As shown in the second video, placing Widgets on a map rendered with Metal/Vulkan causes synchronization issues, but with Flutter GPU, it is perfectly synchronized. All place names on the map are Widgets.
Saw an article showing Metal rendering thousands of images at 120 FPS, even UIKit struggles
I thought Flutter can't do that because it doesn't expose vertex shaders in rendering pipeline
Turns out "flutter_gpu" + Impeller absolutely can 🚀
20K image -120fps - multiple platform!
This is a useful comparison against what I had Opus 4.6 build after four days of looping. The overall detail is much better. Still, even with Fable 5, making it performant and viable as an actually fun, playable game will require substantial human direction and hands-on work.
Fable 5 cooked with this experiment! Game Dev isn't safe anymore.
- Procedural World Generation
- Day/Night Cycle
- Dynamic Weather
- Runs in a browser using WebGPU
It cooked my last few credits as well, so I couldn't make it better.
@Jake__Warburton Based on my personal experience, I think the demand for language learning in Japan is highest for English, Korean, and Simplified Chinese, followed by a slight gap, then Traditional Chinese and French.
@Jake__Warburton Incidentally, when targeting the Japanese market, there is the issue that very few Japanese people are learning Persian. Furthermore, natural Japanese localization is virtually essential for the Japanese store.