Most UI frameworks I know completely collapse at 100k animated elements.
So what better fun challenge for an engine’s foundation than seeing how far it can go without ever blocking the CPU?
3M unique, asynchronously CPU animated instances at 140+ FPS with coroutines. The GPU is the bottleneck at the end, it really doesn’t like tiny vertices :P
Stack: Kotlin/LWJGL/Vulkan/Slang
@benrayfield well you don't optimize polygons. Mesh batching/shaping works exactly the same in both. You optimize rasterization that needs to happen each time when you wanna scale/rotate a glyph
Almost everything today rasterizes text on the CPU, from Linux and mobile platforms to web browsers.
Slug algorithm changes the game with GPU driven text rendering, powering my text layouts from basic glyphs to vector graphics, including emojis!
Stack: Kotlin/LWJGL/Vulkan/Slang/Harfbuzz
@0xf3a9c2d But back in the days I tested hb-gpu a bit. Was working nice on raw text, they werent far off destination, the thing is as I remember they are unnecessarily saving a few bytes limiting it to int16 that is bad for storing colors like gradient...
@soundemote hmm, I'm quite busy with my own roadmap right now, so I can't commit to anything immediately. But it's something I'd be open to revisiting in the future :). Appreciate you reaching out though!