SplatKit Android 0.1.0 alpha05
Pre-releaseAndroid native GPU integration
Experimental alpha for Android API 29+, Vulkan 1.1, arm64-v8a.
- GPU LOD → visibility/compaction → stable radix → indirect hardware drawing, with runtime capability/memory gates and bounded CPU compatibility fallback.
- Offline
.lodsplat, SH0–3, native walk/fly input and live loaded/drawn diagnostics. - Source, concise API/contracts and agent harness included. iOS Metal SDK: SwiftPM alpha.2.
The attached AAR is the GitHub Actions build of the reviewed source; its SHA-256 is attached separately.
An isolated host compiled and packaged a minified release APK against this AAR, without the SDK source module.
Maven coordinates: io.github.xget7:splatkit-android:0.1.0-alpha05.
Publication status: release workflow.
The publishing workflow succeeded; public Maven availability was still pending at verification. Use the attached verified AAR until Central serves the new version.
Evidence: Android AAR/APK/JVM builds, core/engine/iOS tests and C++ lint; 128 stable-sort cases through 3M, visibility, LOD-to-indirect and upload-pressure checks on Android arm64 emulator/MoltenVK/M4 Pro. Native GPU suites had validation layers unavailable; kitchen 500k app rendering had layers enabled with no captured validation errors.
This is not physical Android performance acceptance. LOD parents, subpixel rejection and optional 16-bit depth are approximations. Vulkan supports at most 3M visibility survivors and 2.2M selected LOD nodes; source residency depends on driver/memory limits. Hybrid compute screen tiles and RN GPU controls remain pending. No universal 10M/30/60 FPS or lossless claim.
SwiftShader's large mapped-upload crash was reproduced before shaders and independently of SDK code; use a working Vulkan driver. Physical Adreno/Mali, lifecycle stress and reference-image comparisons remain acceptance work.