Welcome back to another development update for the nCine, covering what has been accomplished in the last quarter of 2025 and the first half of 2026.
Compilation speed directly affects iteration time when developing an engine. Since nCine continues to grow, I thought it would be interesting to measure how long a full build takes today compared to 2018, when I wrote the first article, and 2022, when I wrote the second one.
I just got a new laptop, an Asus ROG Zephyrus G15 GA503RM (2022), and of course, I’m timing the nCine compilation to see how much time it will make me save. 😉 Should you be interested in the first compilation benchmark article, it is available here.
After a very long time without an update, here comes a new one. It is filled with all the work done in the last six months. 💪
Today I upgraded my Arch Linux workstation with pacman as I usually do every day and a little surprise was waiting for me. After a long time in [testing], Mesa 20 came out of the [extra] repository, ready to be installed.
Welcome to another nCine development update! As usual, there are a lot of new things to cover.
ANGLE To extend the support to more devices and platforms I have ported the nCine to ANGLE. It was an easy task as I just needed to tell GLFW and SDL2 to use EGL and open an OpenGL ES 3.0 context on Windows.
Just a few weeks after the last update here I’m again to write the next one in which I’m going to show you the performance of my new hash table implementation.
Are you curious about the time I spend to compile the nCine? 😄 In this post I’m going to show how much time is needed to compile the engine on different platforms.