So maybe its better to do a c engine and then embed the nekovm into it?
On Wed, 12 Jul 2006 14:27:28 +0800, Nicolas Cannasse
<[EMAIL PROTECTED]> wrote:
Would it be feasable to build a 3d game engine with
neko and daniels opengl bindings?
I've been looking at torque and its torquescript, but it seems
it doesnt compile the scripts.. which seems sorta silly..
Would nekovm be able to handle something as complex as a game engine?
Yes, definitly.
But depending on your engine you'll have to write some additional C
code. For example doing matrix calculus in pure Neko is not a very good
idea, so having C bindings to handle them is better. Same for algorithms
that costs a lot of CPU, for example when processing a lot of vertexes
manually, like for Skinned Meshes animations. In the end it's a bit like
Flash : move all the low-level CPU-intensive stuff in C, export a quite
high-level API and use Neko to handle the application architecture and
implementation.
Nicolas
--
Neko : One VM to run them all
(http://nekovm.org)