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	<title>Comments on: Switched to IMMIX for Internal Garbage Collection</title>
	<atom:link href="http://gamehaxe.com/2009/08/17/switched-to-immix-for-internal-garbage-collection/feed/" rel="self" type="application/rss+xml" />
	<link>http://gamehaxe.com/2009/08/17/switched-to-immix-for-internal-garbage-collection/</link>
	<description>Experimenting with Web Game Development</description>
	<lastBuildDate>Sat, 04 Sep 2010 13:14:27 +0000</lastBuildDate>
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		<title>By: Huge</title>
		<link>http://gamehaxe.com/2009/08/17/switched-to-immix-for-internal-garbage-collection/comment-page-1/#comment-309</link>
		<dc:creator>Huge</dc:creator>
		<pubDate>Tue, 13 Oct 2009 14:01:09 +0000</pubDate>
		<guid isPermaLink="false">http://gamehaxe.com/?p=230#comment-309</guid>
		<description>Hi Brad,
Yes, hxcpp uses NME, which implements the flash9 drawing api.  There is no reason why someone could not write a flash 8 api, but it has not been done.

Hugh</description>
		<content:encoded><![CDATA[<p>Hi Brad,<br />
Yes, hxcpp uses NME, which implements the flash9 drawing api.  There is no reason why someone could not write a flash 8 api, but it has not been done.</p>
<p>Hugh</p>
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	</item>
	<item>
		<title>By: Brad Parks</title>
		<link>http://gamehaxe.com/2009/08/17/switched-to-immix-for-internal-garbage-collection/comment-page-1/#comment-308</link>
		<dc:creator>Brad Parks</dc:creator>
		<pubDate>Fri, 09 Oct 2009 14:21:30 +0000</pubDate>
		<guid isPermaLink="false">http://gamehaxe.com/?p=230#comment-308</guid>
		<description>One more question ;-) 

Hxcpp seems to be able to compile the Flash9 haxe library. Can hxcpp compile the Flash haxe library too (ie Flash 6-8) ? 

I&#039;ve tried adding the &quot;—swf—version 8&quot; flag to the haxe command line, but it doesn&#039;t seem to respect it... It seems to still build for the Flash 9 library...

Thanks!</description>
		<content:encoded><![CDATA[<p>One more question <img src='http://gamehaxe.com/wp-includes/images/smilies/icon_wink.gif' alt=';-)' class='wp-smiley' />  </p>
<p>Hxcpp seems to be able to compile the Flash9 haxe library. Can hxcpp compile the Flash haxe library too (ie Flash 6-8) ? </p>
<p>I&#8217;ve tried adding the &#8220;—swf—version 8&#8243; flag to the haxe command line, but it doesn&#8217;t seem to respect it&#8230; It seems to still build for the Flash 9 library&#8230;</p>
<p>Thanks!</p>
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	</item>
	<item>
		<title>By: Brad Parks</title>
		<link>http://gamehaxe.com/2009/08/17/switched-to-immix-for-internal-garbage-collection/comment-page-1/#comment-307</link>
		<dc:creator>Brad Parks</dc:creator>
		<pubDate>Thu, 08 Oct 2009 14:18:01 +0000</pubDate>
		<guid isPermaLink="false">http://gamehaxe.com/?p=230#comment-307</guid>
		<description>thanks for all the info... i&#039;ve compiled the physaxe sample and have only gotten 15 fps out of it, but I used physaxe source from an old hxcpp release you did, and I&#039;m sure you&#039;ve probably done some optimizations to the physaxe code yourself to get some better frame rates...

I&#039;m building a physics based platformer that&#039;s about 70% working in Objective C right now. But if I could switch to Haxe and feel confident that a similar iPhone target would be viable somewhat soon, then I&#039;d drop that and focus my efforts on building a haxe platformer instead, so I wouldn&#039;t be locked into one platform/vendor, which of course is a huge thing with the fickleness of the appstore.

What&#039;s your feeling on this? Do you think I should just finish up my game in Objective C, or do you think that the optimizations you&#039;re doing now would come through enough that a physics based platformer with sprites of course, would be viable under Haxe on the iPhone anytime soon? 

Thanks again! No matter what I&#039;m going to be using Haxe... the only real consideration is whether or not it&#039;s for this project!</description>
		<content:encoded><![CDATA[<p>thanks for all the info&#8230; i&#8217;ve compiled the physaxe sample and have only gotten 15 fps out of it, but I used physaxe source from an old hxcpp release you did, and I&#8217;m sure you&#8217;ve probably done some optimizations to the physaxe code yourself to get some better frame rates&#8230;</p>
<p>I&#8217;m building a physics based platformer that&#8217;s about 70% working in Objective C right now. But if I could switch to Haxe and feel confident that a similar iPhone target would be viable somewhat soon, then I&#8217;d drop that and focus my efforts on building a haxe platformer instead, so I wouldn&#8217;t be locked into one platform/vendor, which of course is a huge thing with the fickleness of the appstore.</p>
<p>What&#8217;s your feeling on this? Do you think I should just finish up my game in Objective C, or do you think that the optimizations you&#8217;re doing now would come through enough that a physics based platformer with sprites of course, would be viable under Haxe on the iPhone anytime soon? </p>
<p>Thanks again! No matter what I&#8217;m going to be using Haxe&#8230; the only real consideration is whether or not it&#8217;s for this project!</p>
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	</item>
	<item>
		<title>By: Huge</title>
		<link>http://gamehaxe.com/2009/08/17/switched-to-immix-for-internal-garbage-collection/comment-page-1/#comment-304</link>
		<dc:creator>Huge</dc:creator>
		<pubDate>Tue, 06 Oct 2009 13:54:26 +0000</pubDate>
		<guid isPermaLink="false">http://gamehaxe.com/?p=230#comment-304</guid>
		<description>Hi Brad,
The opengl flag is in the constructor of the NME Manager class - should be able to put it on there.
Some of the later nme samples allow you to specify &quot;-o&quot; on the commandline for opengl.
OpenGL should really be on always in the NME ndll for iphone - I will probably fix this at some stage.

I can get about 20-30 fps for the physaxe example - but there are some inefficiencies I&#039;m trying to remove.
Up to 60fps for a simple bitmap based game.  Currently text is overly expensive to render - so turn the stats
panel of in the physaxe example.
The other real killer is writing a &quot;copyPixel&quot; based engine, since these operations are not ogl accelerated,
and must be uploaded as a texture, which is very expensive.

Huge</description>
		<content:encoded><![CDATA[<p>Hi Brad,<br />
The opengl flag is in the constructor of the NME Manager class &#8211; should be able to put it on there.<br />
Some of the later nme samples allow you to specify &#8220;-o&#8221; on the commandline for opengl.<br />
OpenGL should really be on always in the NME ndll for iphone &#8211; I will probably fix this at some stage.</p>
<p>I can get about 20-30 fps for the physaxe example &#8211; but there are some inefficiencies I&#8217;m trying to remove.<br />
Up to 60fps for a simple bitmap based game.  Currently text is overly expensive to render &#8211; so turn the stats<br />
panel of in the physaxe example.<br />
The other real killer is writing a &#8220;copyPixel&#8221; based engine, since these operations are not ogl accelerated,<br />
and must be uploaded as a texture, which is very expensive.</p>
<p>Huge</p>
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	</item>
	<item>
		<title>By: Brad Parks</title>
		<link>http://gamehaxe.com/2009/08/17/switched-to-immix-for-internal-garbage-collection/comment-page-1/#comment-303</link>
		<dc:creator>Brad Parks</dc:creator>
		<pubDate>Tue, 06 Oct 2009 02:43:10 +0000</pubDate>
		<guid isPermaLink="false">http://gamehaxe.com/?p=230#comment-303</guid>
		<description>I just realized that for the Neash example, there was &quot;neash.Lib.mOpenGL = true;&quot; is required to enable openGL support... Makes sense of course, but I started trying more samples other than just the dead simple sample, and used code from existing sample projects, which didn&#039;t have this enabled by default.

So the openGL support appears to be there for Neash at the least... Is it there in some way for the NME only examples? I tried searching SVN for a public way of setting this type of property, but didn&#039;t see one....</description>
		<content:encoded><![CDATA[<p>I just realized that for the Neash example, there was &#8220;neash.Lib.mOpenGL = true;&#8221; is required to enable openGL support&#8230; Makes sense of course, but I started trying more samples other than just the dead simple sample, and used code from existing sample projects, which didn&#8217;t have this enabled by default.</p>
<p>So the openGL support appears to be there for Neash at the least&#8230; Is it there in some way for the NME only examples? I tried searching SVN for a public way of setting this type of property, but didn&#8217;t see one&#8230;.</p>
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	</item>
	<item>
		<title>By: Brad Parks</title>
		<link>http://gamehaxe.com/2009/08/17/switched-to-immix-for-internal-garbage-collection/comment-page-1/#comment-302</link>
		<dc:creator>Brad Parks</dc:creator>
		<pubDate>Tue, 06 Oct 2009 00:17:14 +0000</pubDate>
		<guid isPermaLink="false">http://gamehaxe.com/?p=230#comment-302</guid>
		<description>Thanks for your continuing work on this... I&#039;m doing iPhone development using Cocos2d for iPhone, an objective c game library, and really like it, but I&#039;d love if I could target more than one platform as haxe does. 

I built and installed some sample apps using the process you detailed in a previous post, but have only gotten 3-4 fps so far, which I assume is because it&#039;s still using SDL.

Are you&#039;re working on OpenGL support? And if so, do you have a guesstimate as to when it&#039;ll be available? 

The reason I ask is you mention you were getting some great frame rates (51-69fps) for the Physaxe test... Was this only in the simulator?</description>
		<content:encoded><![CDATA[<p>Thanks for your continuing work on this&#8230; I&#8217;m doing iPhone development using Cocos2d for iPhone, an objective c game library, and really like it, but I&#8217;d love if I could target more than one platform as haxe does. </p>
<p>I built and installed some sample apps using the process you detailed in a previous post, but have only gotten 3-4 fps so far, which I assume is because it&#8217;s still using SDL.</p>
<p>Are you&#8217;re working on OpenGL support? And if so, do you have a guesstimate as to when it&#8217;ll be available? </p>
<p>The reason I ask is you mention you were getting some great frame rates (51-69fps) for the Physaxe test&#8230; Was this only in the simulator?</p>
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	<item>
		<title>By: Gary Suyemoto</title>
		<link>http://gamehaxe.com/2009/08/17/switched-to-immix-for-internal-garbage-collection/comment-page-1/#comment-301</link>
		<dc:creator>Gary Suyemoto</dc:creator>
		<pubDate>Mon, 05 Oct 2009 21:32:41 +0000</pubDate>
		<guid isPermaLink="false">http://gamehaxe.com/?p=230#comment-301</guid>
		<description>Huge, what do you think of the news about Flash CS5 being capable of compiling to native iPhone apps?  Sounds interesting, but doubt it would be able to outperform haXe...

http://iphonedevelopment.blogspot.com/2009/10/adobe-adds-iphone-native-app-creation.html</description>
		<content:encoded><![CDATA[<p>Huge, what do you think of the news about Flash CS5 being capable of compiling to native iPhone apps?  Sounds interesting, but doubt it would be able to outperform haXe&#8230;</p>
<p><a href="http://iphonedevelopment.blogspot.com/2009/10/adobe-adds-iphone-native-app-creation.html" rel="nofollow">http://iphonedevelopment.blogspot.com/2009/10/adobe-adds-iphone-native-app-creation.html</a></p>
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