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	<title>Game Haxe &#187; 3d engine</title>
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	<description>Experimenting with Web Game Development</description>
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		<title>Haxe3D C++ Demo.</title>
		<link>http://gamehaxe.com/2009/04/08/haxe3d-c-demo/</link>
		<comments>http://gamehaxe.com/2009/04/08/haxe3d-c-demo/#comments</comments>
		<pubDate>Wed, 08 Apr 2009 15:52:01 +0000</pubDate>
		<dc:creator>Huge</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[neash]]></category>
		<category><![CDATA[neko]]></category>
		<category><![CDATA[nme]]></category>
		<category><![CDATA[3d engine]]></category>
		<category><![CDATA[Haxe]]></category>
		<category><![CDATA[haxe3d]]></category>

		<guid isPermaLink="false">http://gamehaxe.com/?p=132</guid>
		<description><![CDATA[Nicolas Cannasse has written a 3D engine for flash 10. I have ported this code to neko and c++ using the neash library. To test the code, first extract the contents of the zip and then look in the bin &#8230; <a href="http://gamehaxe.com/2009/04/08/haxe3d-c-demo/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p><a href="http://code.google.com/p/haxe3d/">Nicolas Cannasse has written a 3D engine for flash 10. </a> I have ported this code to neko and c++ using the neash library.</p>
<p><a href="http://gamehaxe.com/wp-content/uploads/2009/04/h3d.jpg"><img src="http://gamehaxe.com/wp-content/uploads/2009/04/h3d-150x150.jpg" alt="h3d" title="h3d" width="150" height="150" class="alignleft size-thumbnail wp-image-135" /></a></p>
<p>To test the code, first extract the contents of the zip and then look in the bin directory.  Double click the h3d.exe or h3d_ogl.bat files to run the c++ version (the h3d\_ogl.bat uses opengl, the other version uses the software renderer).  You can see the flash version from the .html file (<em>note: you will need flash player 10</em>).  You can run the neko if you have the haxelib version of nme installed by running &#8220;neko h3d.n&#8221;.  All the source files are there in case you want to do some mods.</p>
<p>I have changed the mouse-look scheme from the original code to keep things a bit more centred.  Move the mouse left/right to spin the objects, move it up/down to raise or lower the camera.  You can use &#8216;w&#8217; key for wireframe and the &#8216;p&#8217; key for shading effects.</p>
<p>On my faster computer, I get about 100fps for the opengl renderer, 80fps for the software renderer, 40fps for the flash10 renderer, and 1fps for the neko/software renderer.  There are some optimisations that could be done for the neash API, but really significant improvements could be gained by moving some of the engine into c++ code.</p>
<p>Currently, it is windows only.  <a href="http://gamehaxe.com/wp-content/uploads/h3d-cpp-demo.zip">You can get it here.</a></p>
<h3>Update:</h3>
<p>There were reports of preformance loss in opengl, and I think I may have traced it to excessive texture transactions due to the text in the status panel.  To work around this, I have cached the text as glyph bitmaps (doing this was on my todo list) which seems to have helped. (This update is in the svn version of neash). I have also added a command-line switch to use a simple fps counter instead of the status panel.  You can try this out with the h3d\_ogl\_simple.bat command, <a href="http://gamehaxe.com/wp-content/uploads/h3d-cpp-demo-2.zip">In the new download.</a></p>
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