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Showing posts from May, 2020

KorGE 1st Game Jam - 12-June - 14-June

Some updates about the KorGE organization: After a few years in development and lots of fixes and improvements, KorGE is getting mature. In April, Mikhail Reznichenko  and Nicolai Emig joined the KorGE organization. Mikhail Reznichenko, our member from Russia, has mostly worked on the technical part of KorGE and other korlibs and has given support at slack, he has done a remarkable work on the UI and other parts of the engine, helped with the intelliJ plugin and also created a 2048 clone as a sample of using KorGE. Nicolai Emig, our member from Germany, created an educational wrapper around KorGE and he is teaching it to his students, he has helped at slack, promoting the engine, and additionally he has contributed to the core with ideas and code including Sprite Animations and some samples to the core, he has also helped with organization of the Game JAM. In addition,  Tamara Gadea , joined as a sporadic contributor helping us some graphical assets, including the on

Why choose KorGE over other alternatives?

You might wonder why should you decide to use KorGE instead of other Game Engines. Compared to some other engines, KorGE itself has been less time in the market, and it has still a lot of room for improvement. But it already has some great features you can consider. Price KorGE is completely free and opensource. You can use it to create commercial games without having to pay anything: nor variable or fixed rates. Open KorGE and all its subprojects are fully opensource. That means that you can check the source code, propose changes and improvements and troubleshoot any problem you might find. Native Other engines might use C++, C#, interpreted languages and they either interpret your game logic or end compiling it to C++ and transpiling into something else. KorGE instead uses Kotlin Multiplatform that generates truly native code to each platform. In desktop or iOS it generates native code, in Android it generates DEX java-like code, and in the browser it generates plain JavaScript. Depe

KorGE 1.12.8.0: Huge Optimizations!

There is a new version of KorGE available now! This version includes a lot of optimizations done to make all the targets faster, specially on Kotlin/Native. We have rewritten the view's components system to be much faster and we have done tons of optimizations to reduce overhead of Kotlin/Native. Before this version, the 10.000 sprites sample Nico Emig did, was terribly slow on Kotlin/Native. After profiling a bit we found a few places worth optimizing, and with a few changes in all the libraries, we got it working much faster. It is still not as fast as the JVM counterpart, but much closer than before. Also a few versions ago, the Kotlin/JS optimization for instance checkings stopped from being applied due to a slight change in the output of the kotlin.js runtime. This version enables it again, making the JS target much faster than before. After the profiling, we noticed that moving the mouse in the 10K sample caused the game from pause for a long time. This was the components sys