Put together an experimental component system (Style is closer to that of an Entity System) for haXe over the last few days. I've had the idea for a while now, but never found a way to implement it. Once again, haXe macros save the day. The goal is to maintain the flexibility of a component system, while reducing the performance loss of messaging and component communication.
Codex Dev
m22spencer
Saturday, August 13, 2011
Thursday, July 7, 2011
haXe and macros
Finally got around to using macros in haXe today. They are incredibly powerful. Did not realize how amazing this feature was until today.
Structs and Unions in haXe (With very high performance):
Structs and Unions in haXe (With very high performance):
Monday, May 30, 2011
Old Codex3D demos
Two demos from a while back now that I have somewhere to host them. I'll make a swf loader at some point so they can be embedded without locking up peoples computers...
These both use a static 100mb of memory. This was back when dealing with proper allocation got old fast. Wouldn't recommend loading both at once because of this, and that they are very processor intensive.
Mouse: Rotate
MouseWheel: Zoom
Q,E: Zoom
T,G: FOV
Basic
Lighting + A lot more models
These both use a static 100mb of memory. This was back when dealing with proper allocation got old fast. Wouldn't recommend loading both at once because of this, and that they are very processor intensive.
Mouse: Rotate
MouseWheel: Zoom
Q,E: Zoom
T,G: FOV
Basic
Lighting + A lot more models
Subscribe to:
Posts (Atom)