I'm sticking with OpenFL but, I started a little side project last night. I created a Lime Project and started directly porting HTML5 Quake source. I'm not thinking about anything. I am literally porting everything line for line as is, with the exception of the stuff that is directly related to html... for that I have to think about the port a little. I'm still putting the majority of my energy into my OpenFl based engine. I figure I can work an hour a day (or so) for as long as it takes to port the 20ish classes.
If I can get a direct port to work on the Lime level, I would be highly tempted to enhance it. I can still compile to a shit load of platforms at Lime level, just not flash really, well, not for 3d anyway. No Stage3D at the lime level but the 2D stage and all related APIs are still available. The catch is those things are ONLY available to a flash compile. That's what OpenFl does. It compiler conditions it's way to a flash API for all platforms. It already sends all my opengl stuff to lime BUT it suppresses/breaks anything beyond opengl 2 cause opengl 2 is the max for Stage3D. Having this other source at the Lime level exposes me to current openGL and actually I believe more but I don't know what or where the more is yet. Also, I don't know what's up with this 60fps shit but, I know I get a hell of a lot more than that on a regular quake engine. I'm thinking Stage3D is governed and when I go to the lime level I should get whatever fps my system can handle.
I'm using the HTML5 port of the Quake source because the code is already very similar to what it needs to be in HaXe. He put everything in Objects which kind of sucks to undo but the meat and potatoes needs very little re-syntaxing and ironically his GL calls are identical to how I have to do it. I can pretty much copy/paste those parts.
I don't even intend to test it til I have rewritten every class. I'll get 50,000 errors on the first compile and I will go down the line and fix every last one of them. Generally fixing one error gets rid of 100's (maybe 1000's) more so, 50,000 errors might only really be 10... or 50,000 :/.
@no interest in making the tools
I call bullshit. I knew a welder that was always creating simple tools to be used in his craft. You'd be totally stoked to machine a proper tool. As a matter of fact, you'd do it on the fly in order to keep working when the shitty one you bought from harbor freight breaks.
::SHTAANKKk:: (ie the sound of "Oh Fuck!")
You: "Ugh, the gear."
[unscrewing, removing, measuring, cutting, grinding, measuring, replacing]
You:"Back to work."
However, I get and agree with everything you are saying.
If I can get a direct port to work on the Lime level, I would be highly tempted to enhance it. I can still compile to a shit load of platforms at Lime level, just not flash really, well, not for 3d anyway. No Stage3D at the lime level but the 2D stage and all related APIs are still available. The catch is those things are ONLY available to a flash compile. That's what OpenFl does. It compiler conditions it's way to a flash API for all platforms. It already sends all my opengl stuff to lime BUT it suppresses/breaks anything beyond opengl 2 cause opengl 2 is the max for Stage3D. Having this other source at the Lime level exposes me to current openGL and actually I believe more but I don't know what or where the more is yet. Also, I don't know what's up with this 60fps shit but, I know I get a hell of a lot more than that on a regular quake engine. I'm thinking Stage3D is governed and when I go to the lime level I should get whatever fps my system can handle.
I'm using the HTML5 port of the Quake source because the code is already very similar to what it needs to be in HaXe. He put everything in Objects which kind of sucks to undo but the meat and potatoes needs very little re-syntaxing and ironically his GL calls are identical to how I have to do it. I can pretty much copy/paste those parts.
I don't even intend to test it til I have rewritten every class. I'll get 50,000 errors on the first compile and I will go down the line and fix every last one of them. Generally fixing one error gets rid of 100's (maybe 1000's) more so, 50,000 errors might only really be 10... or 50,000 :/.
@no interest in making the tools
I call bullshit. I knew a welder that was always creating simple tools to be used in his craft. You'd be totally stoked to machine a proper tool. As a matter of fact, you'd do it on the fly in order to keep working when the shitty one you bought from harbor freight breaks.
::SHTAANKKk:: (ie the sound of "Oh Fuck!")
You: "Ugh, the gear."
[unscrewing, removing, measuring, cutting, grinding, measuring, replacing]
You:"Back to work."
However, I get and agree with everything you are saying.
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