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	<title>Comments on: Haxe on the iPhone &#8211; For Real!</title>
	<atom:link href="http://gamehaxe.com/2009/05/27/haxe-on-real-iphone/feed/" rel="self" type="application/rss+xml" />
	<link>http://gamehaxe.com/2009/05/27/haxe-on-real-iphone/</link>
	<description>Experimenting with Web Game Development</description>
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		<item>
		<title>By: yangfun</title>
		<link>http://gamehaxe.com/2009/05/27/haxe-on-real-iphone/comment-page-1/#comment-227</link>
		<dc:creator>yangfun</dc:creator>
		<pubDate>Sun, 02 Aug 2009 11:02:24 +0000</pubDate>
		<guid isPermaLink="false">http://gamehaxe.com/?p=200#comment-227</guid>
		<description>Hi, Huge
           
     I don&#039;t know how to make Haxe for iphone?

Please tell to me!</description>
		<content:encoded><![CDATA[<p>Hi, Huge</p>
<p>     I don&#8217;t know how to make Haxe for iphone?</p>
<p>Please tell to me!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Huge</title>
		<link>http://gamehaxe.com/2009/05/27/haxe-on-real-iphone/comment-page-1/#comment-195</link>
		<dc:creator>Huge</dc:creator>
		<pubDate>Sat, 25 Jul 2009 01:43:35 +0000</pubDate>
		<guid isPermaLink="false">http://gamehaxe.com/?p=200#comment-195</guid>
		<description>Hi,
There is currently no direct path from flash-&gt;iphone.  To uses this code, you would first need to port your flash code from flash to haxe - the languages are very similar so it should be reasonably easy, although not trivial.  Once you have the haxe code, you can then compile for iphone.  There may be some performance issues, so some final tweaking may be required.</description>
		<content:encoded><![CDATA[<p>Hi,<br />
There is currently no direct path from flash-&gt;iphone.  To uses this code, you would first need to port your flash code from flash to haxe &#8211; the languages are very similar so it should be reasonably easy, although not trivial.  Once you have the haxe code, you can then compile for iphone.  There may be some performance issues, so some final tweaking may be required.</p>
]]></content:encoded>
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	<item>
		<title>By: rahul</title>
		<link>http://gamehaxe.com/2009/05/27/haxe-on-real-iphone/comment-page-1/#comment-192</link>
		<dc:creator>rahul</dc:creator>
		<pubDate>Fri, 24 Jul 2009 05:45:10 +0000</pubDate>
		<guid isPermaLink="false">http://gamehaxe.com/?p=200#comment-192</guid>
		<description>HI
i would like to know that can we directly port flash game to Iphone???</description>
		<content:encoded><![CDATA[<p>HI<br />
i would like to know that can we directly port flash game to Iphone???</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Jarrad</title>
		<link>http://gamehaxe.com/2009/05/27/haxe-on-real-iphone/comment-page-1/#comment-188</link>
		<dc:creator>Jarrad</dc:creator>
		<pubDate>Mon, 20 Jul 2009 13:09:48 +0000</pubDate>
		<guid isPermaLink="false">http://gamehaxe.com/?p=200#comment-188</guid>
		<description>excellent idea Huge, i think everyone would love to play with it</description>
		<content:encoded><![CDATA[<p>excellent idea Huge, i think everyone would love to play with it</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Huge</title>
		<link>http://gamehaxe.com/2009/05/27/haxe-on-real-iphone/comment-page-1/#comment-184</link>
		<dc:creator>Huge</dc:creator>
		<pubDate>Thu, 16 Jul 2009 16:35:51 +0000</pubDate>
		<guid isPermaLink="false">http://gamehaxe.com/?p=200#comment-184</guid>
		<description>Hi James,
I&#039;m getting about 40fps for a simple sprite based game.  The physaxe example sufferes from too many vector graphics changes.  Also, my font implementation was not that good, so I still think there is room for improvement.  I think I&#039;ll try to get the code out very soon, and then work on some more optimisations.</description>
		<content:encoded><![CDATA[<p>Hi James,<br />
I&#8217;m getting about 40fps for a simple sprite based game.  The physaxe example sufferes from too many vector graphics changes.  Also, my font implementation was not that good, so I still think there is room for improvement.  I think I&#8217;ll try to get the code out very soon, and then work on some more optimisations.</p>
]]></content:encoded>
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	<item>
		<title>By: James</title>
		<link>http://gamehaxe.com/2009/05/27/haxe-on-real-iphone/comment-page-1/#comment-183</link>
		<dc:creator>James</dc:creator>
		<pubDate>Thu, 16 Jul 2009 16:29:41 +0000</pubDate>
		<guid isPermaLink="false">http://gamehaxe.com/?p=200#comment-183</guid>
		<description>I really hope this project comes to fruition, as it has a great potential of simplifying iPhone game development.

A pity you&#039;re only getting ~10fps in OpenGLES though. Still, i&#039;m betting there&#039;s a whole load of room for optimization as from experience i&#039;ve noticed there are various neat tricks one can use to improve rendering performance with GLES on the iPhone.

Good luck. :)</description>
		<content:encoded><![CDATA[<p>I really hope this project comes to fruition, as it has a great potential of simplifying iPhone game development.</p>
<p>A pity you&#8217;re only getting ~10fps in OpenGLES though. Still, i&#8217;m betting there&#8217;s a whole load of room for optimization as from experience i&#8217;ve noticed there are various neat tricks one can use to improve rendering performance with GLES on the iPhone.</p>
<p>Good luck. <img src='http://gamehaxe.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
]]></content:encoded>
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	<item>
		<title>By: Jarrad</title>
		<link>http://gamehaxe.com/2009/05/27/haxe-on-real-iphone/comment-page-1/#comment-180</link>
		<dc:creator>Jarrad</dc:creator>
		<pubDate>Sat, 11 Jul 2009 15:10:06 +0000</pubDate>
		<guid isPermaLink="false">http://gamehaxe.com/?p=200#comment-180</guid>
		<description>Hey Huge,

Im amazed with this, absolutely, AMAZED!!!

I am looking forward to the release!</description>
		<content:encoded><![CDATA[<p>Hey Huge,</p>
<p>Im amazed with this, absolutely, AMAZED!!!</p>
<p>I am looking forward to the release!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Huge</title>
		<link>http://gamehaxe.com/2009/05/27/haxe-on-real-iphone/comment-page-1/#comment-178</link>
		<dc:creator>Huge</dc:creator>
		<pubDate>Thu, 25 Jun 2009 14:14:19 +0000</pubDate>
		<guid isPermaLink="false">http://gamehaxe.com/?p=200#comment-178</guid>
		<description>Hi tony - yep, I got it up to 10fps, and I still have a few ideas.  This is probably a bad example because it re-creates the line drawings every frame, rather than using bitmaps.  I&#039;ll let you know more soon :)</description>
		<content:encoded><![CDATA[<p>Hi tony &#8211; yep, I got it up to 10fps, and I still have a few ideas.  This is probably a bad example because it re-creates the line drawings every frame, rather than using bitmaps.  I&#8217;ll let you know more soon <img src='http://gamehaxe.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
]]></content:encoded>
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	<item>
		<title>By: tonypee</title>
		<link>http://gamehaxe.com/2009/05/27/haxe-on-real-iphone/comment-page-1/#comment-177</link>
		<dc:creator>tonypee</dc:creator>
		<pubDate>Wed, 24 Jun 2009 14:34:41 +0000</pubDate>
		<guid isPermaLink="false">http://gamehaxe.com/?p=200#comment-177</guid>
		<description>Okay great- i didnt realize it would be working on a displayObject - thats perfect. I&#039;m sure i&#039;ll be able to work something out when the time comes. I dont want to steal your thunder by too many pokey questions - but how is the OpenGLES going? Is the speed up to a reasonable pace - better than 2.5fps? ;P</description>
		<content:encoded><![CDATA[<p>Okay great- i didnt realize it would be working on a displayObject &#8211; thats perfect. I&#8217;m sure i&#8217;ll be able to work something out when the time comes. I dont want to steal your thunder by too many pokey questions &#8211; but how is the OpenGLES going? Is the speed up to a reasonable pace &#8211; better than 2.5fps? ;P</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Huge</title>
		<link>http://gamehaxe.com/2009/05/27/haxe-on-real-iphone/comment-page-1/#comment-176</link>
		<dc:creator>Huge</dc:creator>
		<pubDate>Tue, 23 Jun 2009 02:26:43 +0000</pubDate>
		<guid isPermaLink="false">http://gamehaxe.com/?p=200#comment-176</guid>
		<description>I had a little set back with the release bacause I changed the way I compiled (I now don&#039;t have a hxcpp.dll, or a makefile - I use a neko script) and the way external dlls are linked (I can now use the same dll for neko and hxcpp). These are both very good things to get out of the way.  It also means that the NME release can be independent of the compiler release.
So the main things todo are to tidy up the iphone target and sort out the odd compiler problems that some people had when cl.exe failed to run.
I would like to say a week or two, but these things have a way of taking longer.
Re the particle code - the API still presents a flash.display.DisplayObject, so you can put stuff over the top.  However, it uses copy pixels on flash, so you probably want to combine it with your copyPixels into a single bitmap.  Perhaps I (we) can add specific support for particles to produce an optimised iphone/flash sprite(in 1980s sense)/particle rendering engine.</description>
		<content:encoded><![CDATA[<p>I had a little set back with the release bacause I changed the way I compiled (I now don&#8217;t have a hxcpp.dll, or a makefile &#8211; I use a neko script) and the way external dlls are linked (I can now use the same dll for neko and hxcpp). These are both very good things to get out of the way.  It also means that the NME release can be independent of the compiler release.<br />
So the main things todo are to tidy up the iphone target and sort out the odd compiler problems that some people had when cl.exe failed to run.<br />
I would like to say a week or two, but these things have a way of taking longer.<br />
Re the particle code &#8211; the API still presents a flash.display.DisplayObject, so you can put stuff over the top.  However, it uses copy pixels on flash, so you probably want to combine it with your copyPixels into a single bitmap.  Perhaps I (we) can add specific support for particles to produce an optimised iphone/flash sprite(in 1980s sense)/particle rendering engine.</p>
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