Hello Everyone,

Based on the previous thread I think we have enough to start laying out the design and writing code for Aurora.

The choice that I would like to clarify is that Aurora will be a retained mode API. I understand that this is not the best choice for speed and that not everyone will be happy with this choice. However, retained mode API's are typically much higher-level, which will make it easier for developers that are unfamiliar with writing graphics code to express their intent. Given the stated goal of Aurora I feel that this is the best choice.

The next is that Aurora will have a pluggable backend rendering system. This will allow us to support any rendering system capable of meeting the requirements of Aurora's frontend. And when combined with the retained mode API you could, in theory, swap renders on the fly. Although I wouldn't want to be the first one try it!

Since Aurora has a pluggable backend for rendering I feel that it will be prudent to use the low-level API's that are best suited to each platform. This will Aurora to support each platform as best as possible. As I currently can tell the following list represents

System           2D API   / 3D API
Linux             X11      / OpenGL 4.3
Android         Canvas   / OpenGL ES 3.0
OSX                 Quartz2D / OpenGL 4.3
iOS                 Quartz2D / OpenGL ES 3.0
Windows         Direct2D / Direct3D 11
Windows RT     Direct2D / Direct3D 11

The reason for targeting relatively new low-level API versions is that by the time we actually complete the bulk of the work, they won't be new anymore. If anyone has a suggestion for a 2D API on Linux that has the ubiquity of the X11 but is easier to use, please mention it! I would like to have a Wayland backend but that API is still very new and not widely adopted. I've noticed that Android and iOS seem to have many options for 2D graphics, none of which I've had a chance to evaluate rigorously, any recommendations would be appreciated.

As has been widely suggested, Aurora will be split into a number of packages that are loosely coupled. In theory this would allow us to pull the more broadly applicable packages in to Phobos as they mature and then depend on those in Aurora. The tentative list of packages is as follows:

aurora.application
aurora.primitives
aurora.graphics2d
aurora.graphics3d
aurora.text
aurora.image
aurora.math
aurora.animation

Hopefully, this break down will allow the user to pull in only what they need for their project, without confusing them with choice. Naming suggestions are welcomed!

Finally, I've have set up a GitHub organization for Aurora, which can be accessed at: https://github.com/auroragraphics I haven't posted any code yet, but I am working on aurora.application for Windows. The aurora repo is the master repo and all other package repo's are submodules of it. The aurora repo will consist primarily of the scripts required to build Aurora. This is to make it easier for the newbies to get started while enabling maximum flexibility for the development team.

In the famous words on Andrei ... Destroy!

--
Adam Wilson
GitHub/IRC: LightBender
Aurora Project Coordinator

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