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June 06, 2012

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PaoloOliverio

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Re: curious about project roadmap

Totally happy to hear that from you.
Keep the awesome work!

Posted on June 06, 2012 at 10:57 AM

Re: Haxe C# target and Windows Phone 7

Totally agree for unmanaged code on windows phone 8 it is quite possible but I expect always them to ship the managed one first.
All voices about unmanaged third party apps was in the end just voices.
I heard instead no concrete speculation about xna compatibility with the new xbox but it is always really possible.
Another xna like sdk that can be targeted in c# is the psp vita's one.
So cutting xna means cut out wp7, psvita, silverlight, xbla and possibly also wp8 at least in the beginning when the market is more interesting and the new xbox.
I'm also reevaluating windows phone 7 as market for indie and solo developers, probably it is one of the most interesting ones actually as other markets are showing to be not so good suited for small fishes.

Posted on June 06, 2012 at 10:49 AM

Re: Performance questions

strange you see 100fps as devices normally have vsync set from 56 to 60 so probalby something influence the counter in some subtle way.
c) is the only solution to make sense with the actual api.
It can seem fast but it is quite slower than what it is actually possible directly in opengles.
On good devices you can exepect a realistic 50000 to 200000 triangles per frame at interactive rates udk citadel demo have peaks of 80000 at 20/30 fps on an iphone 3gs and believe it or not it isn't as optimized as someone could expect.
However 500 triangles is more than what you normally need in an average 2d game.
I just also want to remember that not all the games require 30 or 60 fps, some game mechanics runs perfectly smooth at 20 fps all depends about how stable the frame rate is.On mobile make perfectly sense to fix the framerate to the lowest one that feels playable.

Posted on June 06, 2012 at 10:32 AM

curious about project roadmap

On early days of haxe for mobile i was really skeptic especially about performances.
Actually after playing a bit with nme I'm very impressed with results.
My only concern is about future proofness of the project as things are evolving really fast.
I think that the actual graphic pipeline suffer from limits imposed by the strict relationship with flash api.
Flash was all but designed with 2d/3d graphic accelleration in mind (for this reason they had to make molehill with a completely different api).
Actual graphic api results very unoptimized gpu wise and memory/allocation wise and lack of many features you normally see in other graphic libraries.
No way to make vertex/index buffers, draw triangles have no vertex color , no multitexture and i cannot render subregions of preallocated big vertex and index arrays.
No way to access blending options, stenciling, scissoring, clip planes and so on.
All the functionality related to flash sprites or filling options seem to break triangle batching.
I wanted to know if there are plans for an additional graphic api opengl like for shader based platforms that can target opengles 2.0 mobile/web gl and flash with molehill and future opengles 3.0 using hxsl as common shading language.
I expect it with no fallbacks or any kind of software or fixed function emulation and so flexible, or with so wide low level access, to make possible to make both 2d and 3d apps.
For compatibility you then can choose to not enable this api in a project and continue to target opengles1 and software renders in flash and js by the actual graphic api.
Another questions is if there are plans to make a native client target.
Another feature I really miss is a resource/asset manager to deploy optimized asset on different devices with an automated workflow.
It could manage resource packing(seekable resource groups), compression(zip or whatever else), and texture compression in native compressed formats like pvr,etc2,dxt and so on.
I think that many people who is seriously evaluating nme for their projects want to know something about future directions to make a final decision.

Posted on June 06, 2012 at 10:10 AM