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
>>>>>
>>>>
>>
>
>

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