Let's Build a Cross-Platform 3D Engine with Kotlin/Multiplatform
summary
A runnable prototype shares core matrix math, skeleton animation and asset formats across browser, JVM, Android and iOS using Kotlin/Multiplatform. Rendering uses OpenGL/WebGL/OpenGL ES, shared content uses kotlinx.serialization, and the talk explains the concrete process for converting a pure Kotlin/JVM library into Kotlin/Multiplatform and the platform adapters needed. It also reports limits: inability to build a single common API across different engines and practical issues like Kotlin/JS name conflicts and other nuisance bugs.
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chapters (8)
- 0:00Introduction
- 3:27Why build a 3D engine
- 9:00Multiplatform challenges
- 15:40Engine architecture
- 23:02Performance metrics
- 30:52Live demo
- 37:50Experience and tips
- 45:31Q&A
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