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Brillo 2.0 - Production ready 2D graphics

Haskell Community [Unofficial] March 6, 2026
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Btw, can we elaborate the constraints and design space there?

I was already trying this with one project and in the end I had to migrate to a custom gl renderer (ugly but works), one thing learned in the process was that even the haskell runtime wrappery may add a (potentially serious) bit of overhead there (see Use unsafe FFI imports to remove lot of RTS overhead? · Issue #26 · ekmett/gl · GitHub but not sure how OpenGL backend fares there).

I’m not very good with GL2/3 (I stopped doing graphics sometime when openGL1 was OK and restarted now in vulkan times ) but from what I understand there’s no good way to do actual command buffers in GL3, just some (very fat) prepared-command-buffers that the shaders can expand?

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