Avalonia as replacement for libgdx? #16992
davidgiga1993
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Update: I did some testing rendering using the SKCanvas directly, however the performance seems pretty bad. I was under the assumption that Skia does batching automatically, so lots of calls do |
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A bit of background: We currently have a cross platform app based on libgdx (java) with approx. 400kLoC. Over the years the maintenance of some parts of libgdx causes us to seek alternative framework to ensure the longevity of the app (10+ years).
The app itself is not a game, although it exclusively uses custom UI controls for its specific domain, as well as partial handcrafted rendering to optimize battery lifetime of mobile devices. It's a unique use case which makes choosing the right framework tricky. On some screens there can be 600+ UI elements, a lot of them require a redraw each frame.
I played around a bit with avalonia and it ticks quite a few requirements. As migrating such a large codebase is not super trivial the goal would be to keep the custom rendering intact but replace raw opengl with the skia part of avalonia.
Effectively using one custom control in Avalonia and then calling the app specific scene graph.
(We're not using much of opengl's features, mostly rendering textures and 2D polygons, nothing 3D)
I'm looking for some input regarding rendering so make sure the base architecture somewhat fits:
Thanks for your help.
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