Hm... I'm more concerned about running user-land scripts and shaders than sprites. If I wanted raw pixel-blits per second I could just use SDL.
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?
There’s quite a few samples of people doing crazy things with Cuda. Not sure if you can access this demonstration: https://discord.com/channels/608064116111966245/674410581326...
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
Unity rendering sprites has nothing to do with C#. A big portion of their engine and rendering stack are implemented in C/C++.
Unity does also support C extensions... But due to cross platform mess it is not so popular (i guess).
> 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.
Re:Show HN: DragonRuby Game Toolkit
by Impossible on Tuesday April 06, 2021 @11:00PM
(#26720123)
Huh, number of sprites per frame has little to do with the speed of C# in Unity. If anything it shows that Unity's default sprite renderer is inefficient.
Re:Show HN: DragonRuby Game Toolkit
by jbluepolarbear on Wednesday April 07, 2021 @01:10AM
(#26720815)
You have any data to back up that claim? Unity C# is very fast; especially, if compiled to IL2CPP. Your video doesn’t prove anything. Make a lot of moving transform hierarchies and see how they compare. Unity sucks at this, but I bet it will still outperform In your tests.
We also expose C Extensions to the end user if they what blinding fast performance for critical paths.