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do you have any reference games to what you're making? |
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I'm currently building my own 2D game engine and deciding which rendering backend to choose. My main goals are:
Maximum performance (FPS, memory efficiency)
Support for large open worlds and heavy simulations
Cross-platform (desktop and mobile; iOS and web is not critical)
I do not want to dive deep into low-level graphics APIs unless necessary
I'm considering 4 options:
WebGPU — (web)
Raylib (C or C++) — native opengl based, it has a simple API
WebGL (2.0) — (for web)
Canvas 2D API — (for web and weakest for performance)
Even though it's for 2D only, there will be a huge number of draw calls, large tilemaps, dynamic objects, maybe even ECS later.
Which one would give me the best performance for 2D rendering in such a case? I'm currently torn between using JavaScript with WebGPU, Raylib with C/C++, or wgpu with rust.
thanks in advance!
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