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Left of field, but game engines have figured out translating a single set of UI APIs to multiple graphics backends already. Alternatively you could use a compa
by cshenton 6y ago
Left of field, but game engines have figured out translating a single set of UI APIs to multiple graphics backends already.
Alternatively you could use a compatibility version of OpenGL, like 3.3 which will run on any desktop OS, then use a windowing lib like glfw and UI framework like Dear ImGui which is graphics API agnostic. I use this particular combination all the time and it never lets me down. Sokol is another options which is a very thin layer over many graphics APIs.
- devxpy 6y agoI believe this is how flutter (and by extension, chrome) works as well
- krapp 6y ago> Left of field, but game engines have figured out translating a single set of UI APIs to multiple graphics backends already. I can't speak for Unity, but as far as Godot is concerned, the workflow for certain things like layout and text styling leave a lot to be desired if you're not making games. Really, that just means waiting until more suitable plugins are available.