gamestudiohx Posted January 22, 2014 Share Posted January 22, 2014 Hi, I just wanted to let you all know about BabylonHx project.Its BabylonJs port to Haxe language and OpenFL framework (which gives access to OpenGL/WebGL/GLES),and it brings Babylon engine to all platforms supported by OpenFL (except Flash) - iOS, Android, Win, Linux,Mac, Web and more - in form of native app ! Its still WIP, there are some problems with textures/shaders and animations on desktop targets, but otherwise it works great. Here's a video showing the "Train" scene running as windows native app. I would like to say thanks to Deltakosh for creating such a great engine ! I've tried to port Three.js to Haxe butthat WebGLRenderer file is a mess. Source code for BabylonHx will be released on github as soon as I fix problems with textures/shaders and animations. jdnichollsc, GameMonetize, gwenael and 4 others 7 Quote Link to comment Share on other sites More sharing options...
Dad72 Posted January 22, 2014 Share Posted January 22, 2014 I would like to say thanks to Deltakosh for creating such a great engine ! I've tried to port Three.js to Haxe butthat WebGLRenderer file is a mess. I agree with this. I have also test Three.js and i am able to go further with Babylon.js which is more modern. Arte 1 Quote Link to comment Share on other sites More sharing options...
davrous Posted January 22, 2014 Share Posted January 22, 2014 Wow! Awesome! Thanks for this great job! And thanks for the kind worlds on babylon.js David Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted January 23, 2014 Share Posted January 23, 2014 Fantastic!! Really impressive work Quote Link to comment Share on other sites More sharing options...
gamestudiohx Posted January 6, 2015 Author Share Posted January 6, 2015 Hello again, last january I released BabylonHx 1.0. Its january again so its time for BabylonHx 2.0 !This version was written/ported from scratch - typescript code was so much easier to port than pure js. I was a bit dissapointed by the performance of version 1.0 on android devices, but there were somegreat changes in Haxe language and Haxe frameworks that can be used as a BabylonHx backend, and Babylon.jsitself had some great changes that speeded up the engine.All these things inspired me to try one more time and it payed off. BabylonHx 2.0 is much faster on android.And its up to date - I'm trying to keep up with changes in Babylon.js. Its still an early release and a lot of work remains to be done, so if anyone is interested to see your favorite3D engine running as a native app on iOS, Android, Win, Linux, Mac, HTML5, Flash, PlayStation, XBOX, OUYA, Tizen...the code is here and any help is welcome: https://github.com/vujadin/BabylonHx Right now there is a really nasty bug on C++ targets: if there are few simple object on the scene with default (color) materialon C++ these are rendered only in first frame, and then they dissapear. But if I add a line mesh, everything is rendered fine.As soon as line mesh goes out of frustum - all other meshes are gone again.Its similar with having a single textured mesh and a bunch of colored meshes, when textured mesh goes out of frustum, no meshesare rendered anymore. @deltakosh, do you have any idea where I should look for the problem ? Anyway, the plan is to fully port Babylon.js and after fixing all the bugs, to write support for Snow and Kha frameworks and then tostart working on editor. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted January 6, 2015 Share Posted January 6, 2015 Great but I have no idea why this bug is happening Did you have any error log that can help us understanding the issue? Quote Link to comment Share on other sites More sharing options...
gamestudiohx Posted January 6, 2015 Author Share Posted January 6, 2015 No, no errors and it only happens on native (c++) targets, on JS target it works fine. Nevermind, I'll fix it as soon as I'm finished with CSG bugs Quote Link to comment Share on other sites More sharing options...
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