Some time ago I found this project(Gibbo2d) on the internet and i was curious to test and so I noticed that programmers are two students from my country . What struck me was not to be more one GameMaker but being a good level editor so i made contact with João Alves and told my idea to export levels from this Level Editor and make this Universal LevelEditor by exporting XML.
This moment i’m testing with #haxe using #HaxePunk and #flixel
HaxePunk flash Teste
HaxePunk html5 teste
my version of the engine and editor.
this is a tool I created to see the models in H3D format I created for the GDXLime .
import B3D MS3D and assimp meshes .
i’ve changed the assimp library to be more friendly of delphi.
Yesterday i finally create the shader that animates my skeleton meshes today i have the ideia to try animate meshes that uses vertex interpolated like Quake2 and Quake3 in GPU so i already have supported this type of models on GDXLime but in windows and android platforms is slow because the Memory pool that use to create vector that is interpolated but this problem is solved with shaders.
On my pc 100 Blades(model) i have 55 fps.
Yes finally got the shader that handle bones transformations 😉 I’m happy the fps increase 50% yes im’ happy.
When i started creating GdxLime did not intend to create a 3D engine or to make a great project
my idea was to try to learn more about Gles2, Haxe and 3d i also try to learn techniques used in engines like
Irrlicht, Ogre, Openb3d and others.
But right now I’m a little disappointed with Haxe and Lime i came to the conclusion that Haxe with Lime is very
good for 2d but not to 3d, an animated skeleton by (software) can 15fps on windows (C ++) and 5 fps on Neko the same model with the same technique but in Delphi and OpenGL can 400 fps with vsync off.
Using arrays and Matrix transformation in Haxe makes the code very slow.
I do no try to create something beautiful with great effects but something fast and simple for mobiles with the minimum draw calls .
In the past four months I have been working on this project due to lack of simple 3d engine for Haxe.
I’m not trying to create the best 3d engine for Haxe (don’t have that knowledge) but i want something simple that put some 3d animations and meshes without lots of code.
At this time I got to the point that it is a bit dull and it’s time to leave for another project.
Terrain heights created in shader and texture splatting.
The original shader is from Lee Stemkoski all credits is to him .
Brute force terrain with texture splat.
Large Landscape with multiple terrain chunks.
When I started learning Haxe already existed good engine to create games like
HaxPunk and HaxeFlixel but always liked to be in control of everything and so I decided to create my own engine, not inventing the wheel decided to make a change in HaxePunk and change it to GLes.