"I want my 2D stuff running on graphics hardware."headcount:61 opinionated:3.40983606557377 urgency:1.67213114754098[ ][1 1 1 ][ 2 2 2 1 ][3 1 1 ][2 2 4 2 3 ][2 2 2 3 2 ][5 5 2 8 2 ]
Mostly I'm interested in shapes, structures and vector mathematics, how to set up scenes, lightning and so on.
Higher level stuff. I have never been so interested in pixel shaders, environment maps and things like that,
but if I have time and want some help in algorithms etc of those areas, gmail is teroktolonen
Don't know how much time I have, but at some point could contribute, create demos, docs or code, tests or similar
Looks like the number of responses went up by thirty-five people or so last night. These later respondents seem to like WebGL slightly more, and pretty much all of them want hardware accelerated 2D, so those wanted features have gotten more popular.I'm worried about how much my analysis is now affecting the poll, so I'm going to hush up until the weekend. But that doesn't mean anyone else has to. :-)
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- at low level, we need an API that abstract a bit the things: shaders
(using HxSL for instance), buffers and textures (that's what h3d.Engine
and MemoryManager does atm).
- then we need higher level APIs that can be build on this.
In h3d there are several:
- the h2d API that does 2D sprites, tiles, etc.
- the h3d.scene that manages a 3D scene with FBX models, animations, etc
- the new h2d.comp that adds GPU accelerated UI with HTML/CSS-like to
h2d (http://ncannasse.github.io/h3d/samples/comps/index.html for a demo,
http://bit.ly/19ygDcu for the source)
All of them are actually optional, since they rely on h3d low level
core, and not the other way.
As for my plans:
- I'm still not happy with the way HxSL works, it is not stable enough
and very hard to debug, it is good at error checking but too static.
Shaders for instance cannot be extended with additional behaviors,
making it hard to architecture.
- as for h3d.scene I'm thinking about ways to handle multipass/deferred.
On our current game I have ShadowMapping, Bloom, Gamma, and DepthOfField
working but it requires gamelogic-specific of doing while I would like
to have it handled directly in h3d.scene. Not sure about the way it can
be done in the API though, any advice/example is welcome.
I'm lacking the time to manage h3d as a HaxeFoundation collaborative
project atm and with all these changes I'm happy not to have a lot of
users that will complain about porting their code :) But I would
eventually like h3d to become the standard for 3D in Haxe or the one on
which other highlevel API are built.
Any people involved in Haxe and 3D engines are more than welcome to
contact me directly to discuss potential ways to collaborate.
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First off, I'm going to say I think it sounds like a great project and can't wait to see what's put out :) The rest is inline.
Perhaps not Crysis 2 (first game using CryEngine 3: 2011), but can handle a slightly older engine pretty well, like the Unreal Engine 3 (first game using it: 2006) (http://www.unrealengine.com/html5) There's also things like O3D (https://www.youtube.com/watch?v=uofWfXOzX-g) So, while WebGL is basically just OpenGL ES 2.0, it ends up being fairly capable (just not as capable as say, OpenGL 4.3 or Direct3D 11.1) but I'd also be willing to wager, as long as you're not going in expecting CryEngine 3, it's capable enough for most people (for the time being... I do think the time is getting close for it to receive an update; though, it'll likely just be a rebase on ES 3.0.)
On 06/15/13 09:50, Петър Петров wrote:
In fact our "career" started with Y0y0 G@mes's g@me m@ker [I don't want this indexed by google :D] but we didn't like the way it behaves.
Unity is very good, just not this we expect - it's "marriaged" to Mono... Which I don't like so much and hxcpp always get better performance on my own mashine.
We don't want ourselves to compete Unity seriously, we may even write a "Unity exporter" someday, as unity's API is a lot better than M$'s XNA... At least from our own perspective.
Haxe is perfect but have a serious flaw: Investors STILL see it as Flash-targetted language... It is so WELL targetted fo Flash from a "word of mouth" point of view, and this is stunning us bad when finding investors... The language is MILLIONS of ways better to be "just flash" related, and We are trying to contribute to change this a bit.
Yes, we are primarily targetting Desktop and Game consoles, because as you all know, WebGL just can't run Crysis 2 :)
Then why make the immediate switch to Qt 5? I would have thought just keep forward compatibility in mind, but target 4.8 until 5.x becomes a viable option.
We will use either Copperlicht or if h3d comes good enough, h3d, for Web games. Just we have and we need some more time to release the first "proof of concept" version of our project. Qt introduced a lot of bugs into Qt 5.0 and this killed our initial release date...
15 юни 2013, събота, 17:37:38 UTC+3, Tero Tolonen написа:
I find this project very interesting...a bit like Unity3D in Haxe ?
Just one proof more about that when the language is good enough,
good projects will just appear.
I'm betting Haxe becoming quite popular in coming years. It only
takes one article in .Net or something.
On Saturday, June 15, 2013 5:13:48 PM UTC+3, Петър Петров wrote:
We, at Pi-Dev, are currently implementing Ogre3D frontend for
Haxe, but not Ogre mapping for Haxe. Our Engine's framework is
a haxe library that uses Ogre for rendering of our own
primitive and objects, that is, we use Ogre just for own
rendering.
We are also developing a Haxe IDE around this (Creator IDe is
both a level designer tool AND Haxe programming IDE), so, when
we release our product we will definetly do some contribution
to Haxe. Our Free version will be Free, and we will make our
IDE usable as General-purpose Haxe IDE, like FlashDevelop,
just with some cool "level editor" tied to our own framework
with options to write exporters for this editor to different
Haxe libraries, for example, to NME)
12 юни 2013, сряда, 18:10:36 UTC+3, Rezmason написа:
Hey guys!
I feel like a lot of us are interested in building apps on
top of 3D APIs. Up until now, though, the discussion about
what form they might take has been a bit limited.
We have a lot of great Haxe projects that already use 3D
to various degrees, so I think it's time for a poll. If
you have time, please fill out this form:
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*_Haxe, 3D and You
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I'll share the results as they come in. :-)
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Hey guys!
I feel like a lot of us are interested in building apps on top of 3D APIs. Up until now, though, the discussion about what form they might take has been a bit limited.
We have a lot of great Haxe projects that already use 3D to various degrees, so I think it's time for a poll. If you have time, please fill out this form:
I'll share the results as they come in. :-)