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Comment by JoeyJoJoJr

7 years ago

Nice work! I remember when this was written for Haxe. The project seemed to be quiet for a while so I assumed the project was dead. Very happy to see it’s almost ready! I have some questions.

1. There aren’t a lot of mentions of Haxe. Are you moving away from Haxe?

2. Will there be any console support? There are very very few decent 2D frameworks with good console support that are simple and just work. There’s Unity (for 2D... yuck) and Monogame, but these frameworks still have quite a few rough edges.

3. How hard is it to build your own custom shaders with custom geometries. Do you need to delve into C if you want to mess around with vertices and shaders?

Thanks!

1. see the dev log on language - https://luxeengine.com/dev-log-5/ - dev log 4 also mentions this aspect a bit.

2. The website mentions consoles in passing - I can't talk about them yet, but the intent is strong native console support.

3. Trivial :) The full engine is available from scripts directly (the same api that is available on the C++ side). for example: var geo = Geometry.create(Primitive.triangle, material, vert_count) and from there, you can populate the vertex buffers any way you choose. the engine provides generators (like "make me a quad" etc).

  • Tl;dr for the post on languages:

    They will use a language called Wren but they also say that any language will be possible to use through script system plugins.

    According to them, “the API can be bound to other languages easily, and the workflow for that language can be idiomatic”.

    They’ve made bindings for rust, c# (mono), c++, js, lua, dart, python and swift, but they point out that it is unrealistic to expect one person to maintain said bindings.