I was wondering whether the implementation of decals (sprites that can be used directly on the graphics card) would be a simple way to greatly increase the graphics performance in most use cases.
If I am not completely misguided, using them could be as simple as drawing components or elements into decals, which are then rendered very efficiently by the GPU, as is demonstrated in the following video (starting at 4:34):
If this is at all feasible, it would provide an incredible performance boost without forcing people into using openGL or some other API. I suspect that for most people, being able to render, using the methods that they are already familiar with, several thousand, fully transformed, tinted, scaled and alpha blended sprites would be… “all right”
Note that the PixelGameEngine consists of just a single header file, has no dependencies and is cross-plattform (Linux, Windows, macOS and Emscriptem). Perhaps some people here would even want to experiment with integrating the game engine with the JUCE framework, who knows?
N.B. I wholeheartedly recommend the OneLoneCoder channel. Even if game development is not one’s cup of tea, the videos are extremely interesting and well made. And there are some excellent back-to-the-basics videos on fundamental C++ concepts such as pointers, containers, polymorphism, etc. Great resources for those starting out!