We also expose C Extensions to the end user if they what blinding fast performance for critical paths.
We also expose C Extensions to the end user if they what blinding fast performance for critical paths.
Do you have any concrete numbers on compute (ie. scripts)?
Do you support shaders?
eg. How would you do this in DragonRuby? --> https://github.com/keijiro/StableFluids
Ie. a compute buffer that renders a fluid simulation in real time?
These are other demonstrations of DRGTK’s performance capabilities: - https://twitter.com/Groteskly/status/1373668110482427906 - https://twitter.com/amirrajan/status/1361640855589842951 - https://twitter.com/amirrajan/status/1339575630187425792
> double the amount of sprites
It sounds a bit low? My experience is that with instancing and 2d array textures (2d games usally uses spritesheets) can be much much faster then 2x. I would guess 20x-200x faster than unity.