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	<title>Comments on: Haxe3D C++ Demo.</title>
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	<link>http://gamehaxe.com/2009/04/08/haxe3d-c-demo/</link>
	<description>Experimenting with Web Game Development</description>
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		<title>By: Huge</title>
		<link>http://gamehaxe.com/2009/04/08/haxe3d-c-demo/comment-page-1/#comment-55</link>
		<dc:creator>Huge</dc:creator>
		<pubDate>Mon, 27 Apr 2009 06:29:41 +0000</pubDate>
		<guid isPermaLink="false">http://gamehaxe.com/?p=132#comment-55</guid>
		<description>I have thought about iphone - there are a few issues that need to be sorted - especially for non-jail broken phones.
1. iPhone does not allow dso I think.  This means that even if there was a SDL port, it may end up making the final app GPL, which is a bit sad.
I think it would not be toooo hard to write a freeware (as in free)  library specifically for the iphone that supports the SDL functions required by NME.
It would also require a minor adjustment in the way modules are loaded - not  a showstopper though.
2. It supports OpenGL ES, not OpenGL.  I don&#039;t think this would be too hard to work around.
3. iPhone and garbage collection is a grey area.  I think that it still may be possible in one form or another.

There has been quite a bit of interest with other homebrew consoles - most of which have an SDL port so the scope of this may well expand in the near future.</description>
		<content:encoded><![CDATA[<p>I have thought about iphone &#8211; there are a few issues that need to be sorted &#8211; especially for non-jail broken phones.<br />
1. iPhone does not allow dso I think.  This means that even if there was a SDL port, it may end up making the final app GPL, which is a bit sad.<br />
I think it would not be toooo hard to write a freeware (as in free)  library specifically for the iphone that supports the SDL functions required by NME.<br />
It would also require a minor adjustment in the way modules are loaded &#8211; not  a showstopper though.<br />
2. It supports OpenGL ES, not OpenGL.  I don&#8217;t think this would be too hard to work around.<br />
3. iPhone and garbage collection is a grey area.  I think that it still may be possible in one form or another.</p>
<p>There has been quite a bit of interest with other homebrew consoles &#8211; most of which have an SDL port so the scope of this may well expand in the near future.</p>
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		<title>By: Sam</title>
		<link>http://gamehaxe.com/2009/04/08/haxe3d-c-demo/comment-page-1/#comment-54</link>
		<dc:creator>Sam</dc:creator>
		<pubDate>Mon, 27 Apr 2009 05:16:34 +0000</pubDate>
		<guid isPermaLink="false">http://gamehaxe.com/?p=132#comment-54</guid>
		<description>Awesome!

Have you considered having iPhone as a build target as well? I&#039;m pretty certain that only a little bit of Objective-C would need to be written to achieve this.

Either way, this is a fantastic project. Thanks for releasing it for us all to use!</description>
		<content:encoded><![CDATA[<p>Awesome!</p>
<p>Have you considered having iPhone as a build target as well? I&#8217;m pretty certain that only a little bit of Objective-C would need to be written to achieve this.</p>
<p>Either way, this is a fantastic project. Thanks for releasing it for us all to use!</p>
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		<title>By: Jonathan Dunlap</title>
		<link>http://gamehaxe.com/2009/04/08/haxe3d-c-demo/comment-page-1/#comment-47</link>
		<dc:creator>Jonathan Dunlap</dc:creator>
		<pubDate>Mon, 13 Apr 2009 05:23:52 +0000</pubDate>
		<guid isPermaLink="false">http://gamehaxe.com/?p=132#comment-47</guid>
		<description>Awesome... I can&#039;t wait for this project (hxcpp) to mature more!</description>
		<content:encoded><![CDATA[<p>Awesome&#8230; I can&#8217;t wait for this project (hxcpp) to mature more!</p>
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	<item>
		<title>By: Huge</title>
		<link>http://gamehaxe.com/2009/04/08/haxe3d-c-demo/comment-page-1/#comment-45</link>
		<dc:creator>Huge</dc:creator>
		<pubDate>Thu, 09 Apr 2009 01:08:32 +0000</pubDate>
		<guid isPermaLink="false">http://gamehaxe.com/?p=132#comment-45</guid>
		<description>I also got a stutter in the opengl mode on my older card (geforce 5200).  The usage pattern does not really suit opengl - transferring the data to the GPU every frame.  Maybe a texture is getting thrashed and the AGP bus is just not up for it.  (Does it coincide with the stats graph getting updated? - I will have to check)
And maybe I should also multi-thread the software renderer (this should be reasonably easy).
Interesting point on the keyboard.</description>
		<content:encoded><![CDATA[<p>I also got a stutter in the opengl mode on my older card (geforce 5200).  The usage pattern does not really suit opengl &#8211; transferring the data to the GPU every frame.  Maybe a texture is getting thrashed and the AGP bus is just not up for it.  (Does it coincide with the stats graph getting updated? &#8211; I will have to check)<br />
And maybe I should also multi-thread the software renderer (this should be reasonably easy).<br />
Interesting point on the keyboard.</p>
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		<title>By: Nicolas</title>
		<link>http://gamehaxe.com/2009/04/08/haxe3d-c-demo/comment-page-1/#comment-44</link>
		<dc:creator>Nicolas</dc:creator>
		<pubDate>Wed, 08 Apr 2009 16:33:56 +0000</pubDate>
		<guid isPermaLink="false">http://gamehaxe.com/?p=132#comment-44</guid>
		<description>On my Core 2 6400 I get ~50 FPS with OpenGL (with small lags 2-3 time per seconds) and a very smooth ~80 FPS using software renderer.

Both are faster than ~40 FPS Flash, but Flash looks better thanks to antialiasing.

BTW French keyboard does not work well, since &quot;Z&quot; key produces &quot;W&quot; instead.</description>
		<content:encoded><![CDATA[<p>On my Core 2 6400 I get ~50 FPS with OpenGL (with small lags 2-3 time per seconds) and a very smooth ~80 FPS using software renderer.</p>
<p>Both are faster than ~40 FPS Flash, but Flash looks better thanks to antialiasing.</p>
<p>BTW French keyboard does not work well, since &#8220;Z&#8221; key produces &#8220;W&#8221; instead.</p>
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