Irrlicht Bindings for Haxe/CPP just cpp code
public function new(w:Int,h:Int)
device = createDevice( EDT_OPENGL, dimension2du(w, h), 16, false, true, false, 0);
Yes finally got the shader that handle bones transformations 😉 I’m happy the fps increase 50% yes im’ happy.
Crazy smile game was my second game made in Haxe and Openfl is a simple platform game.
The idea is to collect all the diamonds and find the exit by the way we meet some crazy smiles that push us off the platform.
To control the character just touch the edges of the game.
Terrain heights created in shader and texture splatting.
The original shader is from Lee Stemkoski all credits is to him .
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.
I made this game to test my 2d Frame Work (HaxePunkGL) on top of Openfl , the system is from FlahPunk but for render i’m use pure Gles2.
On this demo I’m use 2 mesh (birds) animated and one big static mesh(terrain)
position some points with rotation on space made the key frame animation.
Demo using the techniques of mesh morphing.
This gave me hard work to implement because i want fast and smooth 😀
The collision system use is from the tutorial made by Kasper Fauerby (http://www.peroxide.dk/) and Babylon.js
keys using in the demo is (w/s/a/d) look with mouse
using Mozilla give more fps and smooth movements.