Crafting Cross-Platform Adventures: Building a Game Engin…
summary
Built a Kotlin Multiplatform engine using OpenGL/WebGL and hitting iOS’s Metal roadblock that forces rewriting all shaders, so 3D work stalls and focus shifts to 2D. Uses GLSL shaders, Lua scripting via CLua, MIDI parsed to synthesize waveforms, and a palette-index framebuffer. Performance wins: replace Map with Array for palette lookups, reduce two-triangle quads to one giant triangle, and move color-index-to-RGBA conversion into a GPU shader. Several prototype games ship quickly, some made in under 3 hours.
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chapters (12)
- 0:00Introduction
- 0:46Game Loop
- 2:20C Multiplatform
- 6:55Shaders
- 8:00LGL
- 10:24Matrixes
- 14:45iOS
- 16:11Game Engine on iOS
- 20:08Frame Generation
- 23:59Sound
- 29:44Performance
- 33:33Conclusion
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