Building a Cross-Platform Player

A new series rewritten in construction order, seven chapters: the platform-independent player (framework and data sources, decode integration and decoder selection, rendering layers and Vulkan output, audio rendering and A/V sync); one chapter per platform (Windows, Android, Apple) with four articles each (hardware decode, the two destinations for decoded frames, capture devices, hardware encoding); WebRTC; player refinements (seek and speed, subtitles, track switching, HDR, embedding in a host); and recording (frame sources, software encoding, muxing and streaming) last.

Chapter 1: The platform-independent player

Chapter 2: Windows

Chapter 3: Android

Chapter 4: Apple

Chapter 5: WebRTC

Chapter 6: Player refinements

In progress

Chapter 7: Recording: frame sources, software encoding, muxing and streaming