Comments (2)
The TODO list is short, which is pretty much the open issues.
The bulk of the work that needs to be done is code generation. The code for generating multi-platform Kotlin is still fairly painful (especially for kgl-vulkan
), I started from scratch 4 times before publishing and I'm still not very happy with it. I wouldn't recommend going in there to add more features, as it is a tangle of edge cases. Although if you have suggestions to simplify it, I'll happily hear them.
The code for kgl-opengl
is fairly simple in comparison right now, since it's native only, that would be a good place to start. Generating more than just core functions is on the TODO list.
A stable release won't happen until Kotlin/Native is stable. Also, until recently, I haven't gotten a lot of feedback from users to know what works and what doesn't. If the APIs are usable and adequate as they ought to be.
Another good way to contribute would be to write up more samples. I have very few right now, due to lack of a multi-platform math library.
The last thing I can think of right now, is opening issues. A fair bit a design work needs to be done and to do that, discussions about it need to happen, no better place for that than an issue.
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Awesome. Makes a lot of sense. I've been following a C++ tutorial for a game engine for a while, and got to the end of the playlist. I switched the project over to use the KGL libraries in a test branch (awesome work so far), but I've been using mostly the opengl bindings (which as you mentioned are all native, so no surprise they work perfectly). I'm also using basically everything except vulkan. STB currently has an issue which prevents me from using it, so I'll open an issue for that.
One thing I also ran into is the math library lack, so I wrote my own matrix classes based conceptually on glm. That might be a good place to start: a kgl-math library.
I don't have a lot of experience using graphics libraries yet, but writing samples would give me an opportunity to gather some.
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Related Issues (20)
- Vulkan pNext DSL HOT 1
- Upgrade to the latest kotlin version HOT 11
- No conversion from cinterop types to Kotlin types done by code generator HOT 7
- GLFW KeyboardKey `value` and `from` are internal preventing easy conversion from GLFW to custom class HOT 3
- Can't compile with version kgl-opengl 0.1.9-dev-6, compiler crash HOT 3
- `kgl-stb` doesn't not have a "load from file" function HOT 2
- Best approach for a kgl-math library? HOT 24
- kgl-opengl on macOS creates 2.1 context instead of 4.1 context by default HOT 5
- Update KGL to Kotlin 1.3.70 HOT 5
- kgl-stb: cstb.stbi_load and STBImage.load both crash on Windows 10 HOT 3
- GLFW and multi-threading
- can't switch from fullscreen to windowed mode HOT 3
- move to new maven repository due to Bintray shutdown HOT 5
- What about updates and development? HOT 6
- can't resolve kgl-glfw-static library HOT 4
- Could not find io.ktor:ktor-io:1.4.0. HOT 2
- Port KGL to Kotlin 1.8.21
- Provide multiplatform stb bindings. HOT 1
- Vulkan Code Generation
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