Dad72 Posted May 24, 2017 Share Posted May 24, 2017 In effect, it makes things great with ShaderBuilder and CustomMaterial. MackeyK24 1 Quote Link to comment Share on other sites More sharing options...
NasimiAsl Posted May 24, 2017 Share Posted May 24, 2017 thanks i respect all people in here this is best knowledge community at all maybe i start .hx project for babylonjs need review before i start MackeyK24 1 Quote Link to comment Share on other sites More sharing options...
MackeyK24 Posted May 24, 2017 Share Posted May 24, 2017 4 minutes ago, NasimiAsl said: thanks i respect all people in here this is best knowledge community at all maybe i start .hx project for babylonjs need review before i start Dude, I will be glad to help revive this in anyway I can... just let me know Quote Link to comment Share on other sites More sharing options...
NasimiAsl Posted May 24, 2017 Share Posted May 24, 2017 Just now, MackeyK24 said: Dude, I will be glad to help revive this in anyway I can... just let me know we can start together i wanna put one day in week about that Friday is best for me Quote Link to comment Share on other sites More sharing options...
MackeyK24 Posted May 24, 2017 Share Posted May 24, 2017 2 minutes ago, NasimiAsl said: we can start together i wanna put one day in week about that Friday is best for me That works for me as soon as I get back to Maui... I'm stuck on bed rest in Arizona at my moms house... I just had spine surgery and I gotta wait 2 more weeks before my doc will clear me to fly home. I only have my iPad here and can't do shit... I am so freakin bored without my pewter ? Quote Link to comment Share on other sites More sharing options...
NasimiAsl Posted May 24, 2017 Share Posted May 24, 2017 no worry i start and you can join anytime you want and i research about best way to convert too Dad72 1 Quote Link to comment Share on other sites More sharing options...
MackeyK24 Posted May 24, 2017 Share Posted May 24, 2017 Yo @NasimiAsl have you seen that ts2hx project... maybe we can make use of that project to start porting Babylon typescript files to haxe files... no longer maintained, but it might be a great starting point https://github.com/jeremyfa/node-ts2hx Quote Link to comment Share on other sites More sharing options...
NasimiAsl Posted May 24, 2017 Share Posted May 24, 2017 BABYLONHx wanna be a live again Quote Link to comment Share on other sites More sharing options...
gamestudiohx Posted May 24, 2017 Author Share Posted May 24, 2017 just a bit of advice - don't go with https://github.com/jeremyfa/node-ts2hx these converters are no good for real world projects, especially for a big one like babylonjs. they work on simple stuff, but give it for example https://github.com/BabylonJS/Babylon.js/blob/master/src/babylon.engine.ts and it will dye. as the author said 'it was a proof of concept' anyway. ts and haxe have similar enough syntax to use ts file and start doing conversion to haxe 'by hand'. this is my approach and it worked well. its just an advice though. anyway, if you guys are interested in keeping babylonhx alive and if you want to take active part in its development I might consider getting back to it. its too much work for a single person. Hersir, adam, NasimiAsl and 1 other 4 Quote Link to comment Share on other sites More sharing options...
MackeyK24 Posted May 24, 2017 Share Posted May 24, 2017 36 minutes ago, gamestudiohx said: just a bit of advice - don't go with https://github.com/jeremyfa/node-ts2hx these converters are no good for real world projects, especially for a big one like babylonjs. they work on simple stuff, but give it for example https://github.com/BabylonJS/Babylon.js/blob/master/src/babylon.engine.ts and it will dye. as the author said 'it was a proof of concept' anyway. ts and haxe have similar enough syntax to use ts file and start doing conversion to haxe 'by hand'. this is my approach and it worked well. its just an advice though. anyway, if you guys are interested in keeping babylonhx alive and if you want to take active part in its development I might consider getting back to it. its too much work for a single person. Count me in to help... @NasimiAsl already is down to help... plus it would be much better to bring what you have done already with BabylonHx up to par than to start over. Just let us know how we can help ... Btw... Glad to have you back @gamestudiohx ... not that ever really left ? Quote Link to comment Share on other sites More sharing options...
NasimiAsl Posted May 24, 2017 Share Posted May 24, 2017 yes we can help Quote Link to comment Share on other sites More sharing options...
Sebavan Posted May 24, 2017 Share Posted May 24, 2017 Nice to know it is living again GG @MackeyK24 and @NasimiAsl @gamestudiohx I am keen on making BJS better, could you please detail a bit the cumbersome part so that it will be my next area of focus. thx NasimiAsl, adam and Dad72 3 Quote Link to comment Share on other sites More sharing options...
gamestudiohx Posted May 24, 2017 Author Share Posted May 24, 2017 @Sebavan I was thinking about BJS becoming cumbersome in general. Its quite a lot of code, the minified lib is 1.3M (compared to three.js which is about 0.5M I think). Its hardly a 'light weight engine' anymore, but this is just my personal preference and I'm not criticizing BJS, I still love it and I think its fantastic. But from a point of view of someone who makes Haxe port of it, it has become cumbersome and thus very hard to maintain. There's no specific part I can point to, its all fine from a js perspective. But in Haxe (being a strongly typed lang) things are bit different. I've started having a problems with the introduction of https://github.com/BabylonJS/Babylon.js/blob/master/src/Mesh/babylon.buffer.ts class. In js its easy to interchangeably use js array or typed one (Float32Array), but this is not so easy in Haxe. Its certainly possible but either there would have to be change in API or there would be a performance hit in some target. And this is used throughout the BJS. And there are other problems as well and I had to make a lot of compromises and changes in BHx. But the bigger the changes are, harder it becomes to keep up with BJS progress. MackeyK24 and NasimiAsl 2 Quote Link to comment Share on other sites More sharing options...
Sebavan Posted May 24, 2017 Share Posted May 24, 2017 @gamestudiohx Ok good to know it is related to mainly the JS usage and I understand the maintenance effort. We also have a way now to create lighter config for bjs: https://doc.babylonjs.com/generals/how_to_start#custom-builds. Maybe there could be a subset dedicated to the Haxe port to make it smaller and easier to adapt not included the none portable js parts ? MackeyK24 1 Quote Link to comment Share on other sites More sharing options...
NasimiAsl Posted May 25, 2017 Share Posted May 25, 2017 ok @gamestudiohx what can i do tomorrow define your tasks and make a list we start slowly but try my best action Sebavan and brianzinn 2 Quote Link to comment Share on other sites More sharing options...
brianzinn Posted May 25, 2017 Share Posted May 25, 2017 Wow - this is a great initiative. Has any consideration gone into converting BJS vNext (4?) to Haxe, so it would not require manual maintenance for a haxe port? It would be interesting to know if it is feasible. Seems to me like the primary purposes of Typescript conversion [1] would apply to using Haxe as the primary language, while being able to target compilation to additional languages like c# and java. [1] I'm referring to article here from 2014 https://www.eternalcoding.com/?p=103 If there is a list of tasks I will make some time to help out, but it does seem too cumbersome to maintain perpetually with the frequent BJS commits. MackeyK24 1 Quote Link to comment Share on other sites More sharing options...
gamestudiohx Posted July 16, 2017 Author Share Posted July 16, 2017 I've just updated BabylonHx repo on github https://github.com/vujadin/BabylonHx I've done quite a lot of work but there is a lot more to be done. Here's a little demo from BabylonHx-Next: http://babylonhx.com/next/ Things to be done: 1. Rendering pipelines (DefaultRenderingPipeline doesn't work, haven't tried others but I guess they don't work too) 2. Animations 3. Shadows 4. Tons of other things... I've dropped support for two Haxe libs that BHx was compatible before: Snow and NME (these aren't used by Haxe people that much anyway). So now BHx works only with Lime/OpenFL. This will make further work much easier. Right now only WebGL build is working. For anyone interested in getting involved - grab latest Haxe here and latest OpenFL(Lime) here and help me with BabylonHx-Next Hersir, NasimiAsl and HeadClot 3 Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted July 17, 2017 Share Posted July 17, 2017 Woooot! I thought you stopped the project. I'm so glad you didn't!!!!!! Quote Link to comment Share on other sites More sharing options...
gamestudiohx Posted July 18, 2017 Author Share Posted July 18, 2017 @Deltakosh it would be a shame for BHx project to end, but its really hard for a single person to keep up with you guys... I really hope more people will get involved GameMonetize 1 Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted July 18, 2017 Share Posted July 18, 2017 Our next release is for November. So you have more time And I do not foresee to add big features like webGL2 Quote Link to comment Share on other sites More sharing options...
NasimiAsl Posted July 19, 2017 Share Posted July 19, 2017 hi @gamestudiohx i need know more so i start learning more about Haxe i try join to this project in september Quote Link to comment Share on other sites More sharing options...
Sebavan Posted August 22, 2017 Share Posted August 22, 2017 @gamestudiohx I have just tried running haxe on the default sample project on your repo and face an issue with OpenFL/Lime Type not found : lime.audio.AudioSource I am trying to see how the cpp generation would work for me :-) Any ideas ? Thanks a lot in advance. I guess I miss more than that cause even without the audio import I have: com/babylonhx/bones/Bone.hx:51: characters 3-29 : Float has no field copyFrom src/MainLime.hx:44: characters 30-34 : Bool should be lime.graphics.opengl.WebGL2Context src/MainLime.hx:44: characters 30-34 : For function argument '_gl' src/MainLime.hx:185: characters 2-14 : com.babylonhx.Scene has no field init2D src/MainLime.hx:207: characters 2-15 : com.babylonhx.Scene has no field stage2D src/MainLime.hx:207: characters 29-54 : Type not found : com.babylonhx.d2.text.FPS src/MainLime.hx:259: characters 2-15 : com.babylonhx.Scene has no field stage2D src/MainLime.hx:266: characters 2-15 : com.babylonhx.Scene has no field stage2D Probably a version issue ??? Quote Link to comment Share on other sites More sharing options...
gamestudiohx Posted August 22, 2017 Author Share Posted August 22, 2017 @Sebavan I've updated MainLime.hx, lime.audio.AudioSource is now lime.media.AudioSource but its not needed anyway... Have in mind though that currently you won't be able to see anything if you target windows because webgl2 api is not available yet. There has been some progress there, you can see here http://community.openfl.org/t/native-opengl-framebuffer-multiple-render-targets-support-possible-gl-drawbuffers-not-supported/9408/4 (I guess WebGL2/GLES3 API will be available on all platforms in next Lime release) You can target windows by using WebGL1 api if you change WebGL2Context with WebGLContext here https://github.com/vujadin/BabylonHx/blob/master/src/MainLime.hx#L49 but many things won't work as I'm focused mainly on webgl2 right now. But you should be able to target android or ios with WebGL2Context I think Sebavan and GameMonetize 1 1 Quote Link to comment Share on other sites More sharing options...
Sebavan Posted August 22, 2017 Share Posted August 22, 2017 Ok cool I ll give it a try, thanks :-) Quote Link to comment Share on other sites More sharing options...
gamestudiohx Posted August 23, 2017 Author Share Posted August 23, 2017 @Sebavan were you able to build bhx? still have problems? Quote Link to comment Share on other sites More sharing options...
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