You should look at the 'heaps' branch, the new shader design will leverage more cross platform goodness :) gl.
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H3d.matrix will be the official type, there is no point in delegating it to interfaces since they are sloW, if need be don t hesitate to ask for improvements, they are welcome.
I dont see you point of comparison about away3d, it is à nice library ( never really used it...) albeit à little bit crowded, what exactly is it you fear ?
H3d aims at fast cross platform rendering, it provides bith low level cross platform and high level helpers.
Aside that it willl just become what Nc and Mt and future contributors will make of it. There is no grand scheme of feature completion nor will to bend to any concision need/peer pressure.
So if I may say it so, it is our production tool open sourced, if you have points to address lets talk about it for heaps :)
In another league, h3d was rebranded heaps because Nicolas has added many thing and it was no longer a 3d Hal but a real game framework.
So in I think your fear will come true in a sense... But if you pay attention, Nicolas has done a lot of work to make the new pipeline more flexible with passes and draw objects. So in another sense he has done what you need to outperform heaps with h3d.
I advise you to stop fearing about the big picture and decide what you need, need not, eventually maintain a slimmed clone because in the end, we dont have same needs and making general discourses wont help you (nor us) :D