Most Android developers who are aware of KMP know that you can code "once" then publish to iOS. That is technically true. However, as you progress beyond "POC" to integrating and shipping real production code, the design of the "SDK surface" becomes more complicated and nuanced (or, possibly, problematic).
Many SDK design considerations are common, whether you have a Kotlin module in a single monorepo, are an internal team publishing SDK's for your org (a very common KMP use case), or a vendor publishing an SDK for public consumption.
Some topics we'll cover:
An Android consumer can see all the richness of the Kotlin language, but the iOS side gets filtered through Objctive-C into Swift. Much can get lost along the way. You need to understand and plan for this.
In this exciting sequel, we intend to go further, describing more fundamental and important graphics concepts, as well as how they are used in the Android APIs to render your applications.