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Platforms
Robert Konrad edited this page Jan 16, 2023
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2 revisions
Kinc supports the following platforms
Platform | Targetname | Graphics Backends |
---|---|---|
Windows | windows | Direct3D12(default), Direct3D11, Direct3D9, Vulkan, OpenGL |
Windows Store App | windowsapp | Direct3D11(default) |
iOS | ios | Metal(default), OpenGL |
macOS | osx | Metal(default), OpenGL |
tvOS | tvos | Metal(default), OpenGL |
Android | android | Vulkan(default), OpenGL |
Linux | linux | Vulkan(default), OpenGL |
FreeBSD | freebsd | OpenGL(default) |
Tizen | tizen | OpenGL(default) |
Raspberry Pi | pi | OpenGL(default) |
Emscripten | emscripten | WebGL(default), WebGPU |
Wasm | wasm | WebGL(default), WebGPU |
Playstation 4* | ps4 | proprietary |
Playstation 5* | ps5 | proprietary |
Xbox One* | xboxone | proprietary |
Xbox Series* | xboxscarlett | proprietary |
Nintendo Switch* | switch | proprietary |
* The consoles code is not public. If you are a registered developer with Microsoft/Nintendo/Sony you can contact us to get access.
The "Targetname" can be provided to kmake via the --target
(or -t
) option. If no target is provided kmake will default to the host platform. If a different graphics backend than the default is desired it can be similarly passed (in lowercase) via the --graphics
(or -g
) flag.
For example to generate an Emscripten project with WebGPU backend use ./Kinc/make -t emscripten -g webgpu