Hey! It's due to our next major release! ; )
Cheers Cauê 2010/10/7 [email protected] <[email protected]> > 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 >>>>> >>>> >> > >
