Monday, June 15, 2015
Moved to word press:
New blog here:
https://makegameshappen.wordpress.com
Just got sick of google trying to control all my stuff with one global account.
Leaves me spending half my day logging into and out of accounts. Very annoying.
Using word press will be less disruptive to my work flow.
-John Mark
Moving to WordPress
Here:
https://makegameshappen.wordpress.com/
I've finally had it with google disrupting my workflow.
I log into Youtube, get logged out of the Gmail account I was using.
I log into Blogspot, have to log out of Gmail and then into a different Gmail.
Then end up having to re-type blogspot.com to get back where I was.
I am not a fan of this unification of accounts that Google is up to.
It is a pain and severely disrupts my workflow.
If there is a decent non-google option that doesn't make my life a pain, I will go for it.
I've been dealing with this problem for at least a year.
And I've probably lost a lot of productivity.
-John Mark
TileLayer Haxe Install
I used HaxeLib Install TileLayer... And it installed. But FlashDevelop cannot find the library when I includein my application.xml file. I need to focus on making a game rather than pipeline issues... So I think I am going to go ahead and ignore learning openGL, drawTiles, or whatever TileLayer is and just work on making a game targeting HTML5 and ActionScript. If the game is good enough, then I will worry about porting to mobile. For now, I am just going to design for mobile but release to web. I don't see myself being productive if I am pulled in so many directions at once. -John Mark
aze.display
If you see aze.display in a haxe project. The aze namespace belongs to this library:
http://lib.haxe.org/p/tilelayer
Sunday, June 14, 2015
OpenGL Haxe Reading List:
http://www.joshuagranick.com/2011/10/31/opengl-triangle-c-and-haxe-side-by-side/
http://old.haxe.org/doc/java/lwjgl
http://www.lwjgl.org/
setting up lwjgl with eclipse:
http://wiki.lwjgl.org/wiki/Setting_Up_LWJGL_with_Eclipse
OpenGL ES Tutorial:
http://www.raywenderlich.com/3664/opengl-tutorial-for-ios-opengl-es-2-0
Guessing aze.display.* import in the openGL for Haxe project
I am looking at is referencing this:
http://lib.haxe.org/p/tilelayer
Lightweight wrapper over OpenFL's powerful
but lowlevel 'drawTiles', with bitmap-based
fallback for Flash. Includes a Sparrow
spritesheets parser supporting animations
and trimming.
The openGL haxe project I am looking at:
https://github.com/bmfs/glslTest_openfl
ARGH!
Looks like I need to understand OPENGL before I can figure out haxe's implimentation of
openGL. Doesn't appear to be enough documentation to figure it out otherwise.
-John Mark
//http://stackoverflow.com/questions/16559095/opengl-with-haxe-c
@MichaelIV, actually NME's implementation targets OpenGL ES 2.0, which means that it supports shader pipelines (see github.com/haxenme/NME/blob/master/native/gl/GL.hx#L538). Can you edit your answer? – Waneck May 15 '13 at 13:32
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