Cauê
What's your plans for away3d full haxe support?
Cheers ;j
On 8 Oct 2010, at 01:16, Cauê Waneck wrote:
Oh, and by the way, the aim is to support also opengl ES 1.0 . The
whole hardware api is abstracted (even shaders) so it's easy to work
with different api's . We will have to work, though, to have the
same result across the different flavors.
Cheers
Cauê
2010/10/7 Cauê Waneck <[email protected]>
I don't think NME2 has support for flash's drawGraphicsData, or
flash's Utils3d.projectVectors , etc. But still, when dealing with
real 3d, by far the best way to achieve it would be by supporting
opengl / directx directly.
Since we already are working to support webgl, which gives us raw
access to opengl es 2.0 directly, what we are aiming to do is to
really drop nme2 use and have a totally rewritten hardware-driven
flash9 lib for those targets.
Cheers!
Cauê
2010/10/7 Joshua Granick <[email protected]>
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