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Robert Konrad edited this page Jan 16, 2023 · 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

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