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Platforms
Robert Konrad edited this page Mar 7, 2025
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Kore 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 the WebGPU backend use ./Kore/make -t emscripten -g webgpu