SnakeBuild: measurement data for a one-draw-call cross-platform 2D game renderer (iOS/Metal, Android/OpenGL ES 3)
收藏资源简介:
This archive contains the complete measurement data underlying an accompanying research article on the rendering architecture of SnakeBuild, a complete 2D arcade game whose entire frame — gameplay, particles, fireworks, and interface text — renders through a single instanced draw call over uniform 96-byte instance records, on iOS (Swift/Metal) and Android (Kotlin/OpenGL ES 3). Contents: offscreen GPU and CPU measurements on an Apple M1 (instance-count stress sweep, overdraw sweep, draw-call comparison, retained-scene-graph baseline, and an instance census over ~34,000 simulated frames); on-device per-frame logs from five phones (Apple A14 and A19 Pro; Mali-G615, Mali-G76, Xclipse 540) across four quality tiers, including a run-to-run variance campaign with three full tier ladders on three of the devices; the deterministic golden trace used to verify the Kotlin port against the Swift original (1,500 frames, 1.37 million floats matching at last-ulp tolerance); game screenshots; and the measurement-harness sources documenting the procedure. See README.md for full file-by-file schemas and the device table.



