Goodbye OpenGL, welcome Vulkan!
Some of my Android works is OpenGL ES 2.0 based. In the last time, I focused on other technologies and apps. OpenGL ES 2.0 is one of my favourites libraries, but I have to admit that it has some limitations, first of all, the constraint to be executed only on a single thread. Nowadays, with Kotlin (how said coroutines?) and Vulkan API, the scenario is changing.
Some interesting links for Kotlin, Vulkan and Android:
- https://developer.android.com/ndk/guides/graphics/getting-started.html – Documentation on Vulkan development in Android
- http://www.vinjn.com/awesome-vulkan/ – some links
- https://github.com/jvm-graphics-labs/Vulkan – Vulkan Kotlin examples and demos
- https://github.com/kotlin-graphics/vkk – Kotlin wrapper for Kotlin
- https://github.com/SaschaWillems/Vulkan
- https://www.khronos.org/blog/beginners-guide-to-vulkan
- https://www.codeproject.com/Articles/1288159/Vulkan-API-with-Kotlin-Native-Project-Setup
- https://www.androidauthority.com/making-high-performance-3d-apps-vulkan-700916/
- https://wccftech.com/android-support-vulcan-api-daydream-googles-vr-platform/
- https://www.codeproject.com/Articles/1288159/Vulkan-API-with-Kotlin-Native-Project-Setup