1. "fucking over my battery consumption and asking for my GPU to spin" - it renders frames on demand
2. "2D sucks to make, 2D eats half of your frame time by just existing and slicing those triangles" - frametime is in the microseconds when a frame does need to be rendered, and no triangles need to be sliced because shaders exist.
Let me remind you of what we were arguing about - whether or not you can render UI with a GPU API, without blowing up your computer. I would love to hear how handling taps, adding a mobile-friendly layout to the demo, handling selection or accessibility would change the calculus on that.In the midst of your ad hominem, your argument seems to have changed from "don't use a GPU API" to "making a production grade UI library is hard", which I'm more than happy to give you.
It's now been three times you ignore the reality of the world, loudly proclaim yourself winner then proceed to drop 90% of what is necessary. No shit, you can draw empty boxes in 2ms and badly shape text in 3.
>I would love to hear how handling taps, adding a mobile-friendly layout to the demo, handling selection or accessibility would change the calculus on that.
Because now for half of these, you are involving the CPU again, with endless back and forths. Keep repeating it until you have something that works and congratulations, you have more or less exactly what browsers do today.
Considering the hubris, the loud proclamations that you're right and that the whole world around you is wrong, the complete ignorance of the state of the art and the insistence on badly reimplementing things from scratch, the "you don't need those features actually", let me guess, game engine developer?