CPP support for away3Dlite would be awesome ... especially (of course) if
it could use OpenGL ES for 3D acceleration, but perhaps that's just
wishful thinking ;)
I looked into trying to use it for a mobile app a couple weeks ago, but it
seemed that it was failing because of Flash 10 vectors. Do you think that
these just need to be switched to typed arrays in order to work in CPP, or
might there be further work necessary to work in both platforms?
On Thu, 07 Oct 2010 06:47:01 -0700, Cauê Waneck <[email protected]> wrote:
Hello Gil! How are you?
As of now, the main bottleneck for away3dlite is by far flash's drawing
api.
I've tried many flash.Memory setups, but the performance achievement was
negligible, only rendering the code much less maintainable.
For now, away3dlite-hx doesn't have any performance losses nor gains in
regard to as3's. I think that the main benefit of using haXe right now is
that we are working to get it to work with js (webgl) and cpp (opengl es
:
iphone, desktop, android, and many other possibilites).
When you see all those performance improvements in haXe on flash, it's
when
the actual data structure is the bottleneck, e.g. with that crazy
particles
demo. As you may know, for the next player release, some major
improvements
<http://www.bytearray.org/?p=1836>for 3d is expected. HaXe optimizations
will then be able to play a major role on that, and a full cross-target
engine release can be expected ; )
I hopoe I could help
Cheers
Cauê
2010/10/6 Gil Matos <[email protected]>
sorry, just to ask, if you are starting a project right now, is it
worthy to make it in haxe, are the speed improvements that come with
using flash.memory coming soon? thanks