StereoKit - Architecture and Internals
summary
A compact C-core engine with C# bindings that exposes asset management (hashed IDs, ref counts), platform backends for Win32, UWP, Android, Linux and Web, and a custom renderer that batches up to 819 instances per draw and uses simple nine‑coefficient spherical harmonics for lighting. Rendering tooling includes sk_gpu and a shader pipeline (skshaderc) that transpiles HLSL → SPIR‑V → GLSL, and the runtime ships a small native binary (1.8 MB DLL). Documentation and tests auto‑generate screenshots and commit them to the repo.
AI-written summary · about
chapters (12)
- 0:00Introduction and background
- 2:45Repository and project layout
- 7:04Language choices and coding style
- 12:05Core system architecture
- 15:13Asset management
- 21:14Platform and backends
- 23:36Graphics and shader compilation
- 27:56Renderer and lighting
- 32:57User interface system
- 37:43Bindings and maintenance
- 39:47Automated documentation and testing
- 46:10Q&A and concluding thoughts
related talks
01h 00mGame Engines With C# and Rider
29mReal Programming
35mClean & Hexagonal Architecture - it really works!
59mA Study of Plugin Architectures for Supporting Extensible Software
36mHow We Learn and Evolve our Code Base
01h 00mQt for MCUs – A Deep Dive
27mCoding Qt for greater interoperability and portability ...
47mLessons in Technomancy
