Hey Justin!

It's great if you wanna port it! I'll help you on what I can!

Cheers!
Caue

2010/11/7 [email protected] <[email protected]>

> Cauê
>
> ok cool if you have scoped that area out already thats good.
>
> In terms of waiting for the BSP collision not sure when the next release
> is, the thing is I have helped a friend on an away project and it really
> annoys me because I can't opensource it but my friend has only paid like a
> third of my time and has all these complex ideas, not sure it will ever see
> the light of day, anyway it still needs work but not really interested in
> putting time into as3 without a pay check, but I would not be so bothered if
> I knew the project was haXe because that's my focus, probably does not make
> any sense, but very keen to use BSP collision stuff in haXe, I guess I could
> create stubs and such but again its not where I want to be.  Just worried
> the haXe part of away is dragging behind the as3.  Many may say there is no
> difference between as3, but today I read something about programming...
> http://www.paulgraham.com/avg.html which to me basically justifies my wish
> to use haxe over as3.
>
> So very keen to have BSP collision in a haXe away, happy to try and help
> where I can.
>
> Cheers
>
> ;j
>
>
>
>
> On 7 Nov 2010, at 21:15, Cauê Waneck wrote:
>
> Hey Justin!
>
> When I was porting the engine to haXe, I tested the performance impact of
> untyped vs the way it's done vs all public functions vs normal flash
> namespaces.
> It turns out that it doesn't have any real difference between untyped, the
> way it's done, and by public functions. So it's a matter of preference. I
> don't like using untyped because if something changes, we lose the compiler
> warning that it did. Also I don't like public functions because it clutters
> the auto-completion
>
> 2010/11/7 [email protected] <[email protected]>
>
>> Cauê
>>
>> Well I was very surprised that my changed version worked without
>> namespaces, try it.  I don't believe Sandy uses namespaces. So for a lite
>> engine I am not quite so convinced they are needed.  Using untyped means you
>> can keep access private from end users but use them internally, surely 74
>> uses must have some impact on performance especially in a few cases of where
>> they are used?  Maybe if you have a some harsh tests you could see if it
>> makes a difference by comparing the zip I posted with the current version,
>> maybe the difference is not significant.
>>
>> Cheers
>>
>> ;j
>>
>>
>> On 7 Nov 2010, at 20:41, Cauê Waneck wrote:
>>
>> Hey Justin!
>>
>>
>>>
>>> If the haxe community are concentrating on just away rather than sandy, I
>>> would like to see hsl or similar and bsp collision make it into the haxe
>>> build, I am sure that could be implemented on the current version while Caue
>>> works on molehill, well I need bsp collision anyway.
>>>
>>
>> The plan is to release the haXe port of the main engine on the next major
>> release. Can you wait on this? Porting BSP to lite wouldn't be so trivial,
>> so that would mean porting the main engine's state now to haXe.
>>
>>>
>>>  Flash namespaces are slower than the way haXe does it
>>>>
>>>
>>> Really ok, would it be worth me checking since I have both builds... what
>>> might check the differences, do you have an idea on a good test, I am not
>>> sure the way the injection works is as heavy as normal flash namespaces but
>>> I might be wrong, also would be good to see what difference using untyped
>>> and no namespace.  Is there an extreme example I should throw at it?
>>>
>>
>> I don't think that the speed will be noticeable, as the real performance
>> hog are the draw calls... But anyway I can't see any good side in using
>> flash namespaces! Are there?
>>
>>
>>>
>>> Cheers
>>>
>>> ;j
>>>
>>>
>>>
>>
>>
>
>

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