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Re:Former Nvidia Dev's Thoughts on Vulkan/Mantle by davedx on Thursday March 12, 2015 @06:18PM (#9194351)
Hi, I'm working on a library to allow something like this (rendering web UI's with a WebGL backend).

It's in very early stages. Feedback is very welcome:

https://github.com/davedx/lustro

Re:Former Nvidia Dev's Thoughts on Vulkan/Mantle by nightski on Thursday March 12, 2015 @09:04PM (#9195107)
Good luck. Efficient 2D using OpenGL is very difficult. It will never approach the speed of a well designed 2D API. Microsoft gave a lot of insight about the hard it was to get Direct2D to be competitive with GDI/GDI+.

If you do see any performance benefits it likely will be because you support less features than what a modern day browser supports with HTML/CSS. But in my opinion you could probably achieve faster speeds with Canvas in a similar manner.

Re:Former Nvidia Dev's Thoughts on Vulkan/Mantle by davedx on Friday March 13, 2015 @04:10AM (#9196085)
I agree it will be very difficult. I'm working with WebGL as my day gig and understand how hard it is, as we're working with embedded devices there. That's actually what motivated me to start this project, so web developers can build fast, rich and interactive UI's on the same level as those you see in current generation video game consoles.

You have to be ambitious, right? :)

Re:Former Nvidia Dev's Thoughts on Vulkan/Mantle by dietrichepp on Thursday March 12, 2015 @10:21PM (#9195378)
> Efficient 2D using OpenGL is very difficult.

It depends on what you are doing. Rendering thousands of sprites with independent rotation and scale is easy. Rendering text is a lot of work, but once you do it you can do all sorts of things with the text. Rendering simple things like bezier curves is very difficult. There are some things in the 2D world that HTML/CSS/GDI/GDI+ are very bad at, compared to OpenGL, and vice versa.

Re:Former Nvidia Dev's Thoughts on Vulkan/Mantle by panic on Thursday March 12, 2015 @10:59PM (#9195471)
Efficient 2D using OpenGL is very difficult. It will never approach the speed of a well designed 2D API.

All web content on OS X and iOS is rendered using OpenGL. That's not to say it was easy to make efficient, but it definitely outperforms the default CoreGraphics implementation on most content.

Re:Former Nvidia Dev's Thoughts on Vulkan/Mantle by zao on Thursday March 12, 2015 @09:18PM (#9195157)
(How) do you intend to handle accessibility?
Re:Former Nvidia Dev's Thoughts on Vulkan/Mantle by davedx on Friday March 13, 2015 @04:11AM (#9196091)
I don't. The target segment is people building rich, interactive video-game-like UI's, for things like mobile/embedded devices.

Though as an aside, I think voice control is very underutilized in modern GUI development...

Re:Former Nvidia Dev's Thoughts on Vulkan/Mantle by kgabis on Friday March 13, 2015 @07:48AM (#9196658)
Please don't. It sounds like you're recreating flash and we all know how annoying flash guis were.
Re:Former Nvidia Dev's Thoughts on Vulkan/Mantle by Svenstaro on Friday March 13, 2015 @09:37AM (#9197005)
Sounds like the guy is doing entertainment systems where a gamey UI is fine. You don't want your car entertainment system looking like bootstrap.
Re:Former Nvidia Dev's Thoughts on Vulkan/Mantle by 13years on Thursday March 12, 2015 @10:49PM (#9195452)
I hope it works out well. A whole new class of apps and performance might become real.

I just wonder how well text performance will be. Would be awesome to get near native speed with editors like Brackets and Atom.

Re:Former Nvidia Dev's Thoughts on Vulkan/Mantle by davedx on Friday March 13, 2015 @04:10AM (#9196089)
Yes, text is a big challenge. Got to get maximum efficiency from your sprite batching and triangle strips!