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# haxe-ui
  • a

    ambitious-knife-25690

    01/25/2023, 12:22 AM
    i don't know unity 😄
  • e

    elegant-twilight-61392

    01/25/2023, 12:22 AM
    unreal engine
  • l

    late-engine-8731

    01/25/2023, 12:22 AM
    hmm
  • e

    elegant-twilight-61392

    01/25/2023, 12:22 AM
    its an actual game engine with an editor interface
  • a

    ambitious-knife-25690

    01/25/2023, 12:22 AM
    from the code pov
  • l

    late-engine-8731

    01/25/2023, 12:22 AM
    think kha but with an integrated editor
  • a

    ambitious-knife-25690

    01/25/2023, 12:22 AM
    ah okay
  • e

    elegant-twilight-61392

    01/25/2023, 12:22 AM
    godot has its own scripting language
  • l

    late-engine-8731

    01/25/2023, 12:22 AM
    or heaps with an integrated editor
  • e

    elegant-twilight-61392

    01/25/2023, 12:23 AM
    that you can ignore and use haxe instead 😎
  • a

    ambitious-knife-25690

    01/25/2023, 12:23 AM
    probably closer to heaps/openfl looking at what you get out of the box
  • a

    ambitious-knife-25690

    01/25/2023, 12:23 AM
    with kha-life as an option
  • l

    late-engine-8731

    01/25/2023, 12:23 AM
    you get a lot of utility for sure
  • l

    late-engine-8731

    01/25/2023, 12:23 AM
    yep, u nailed it
  • e

    elegant-twilight-61392

    01/25/2023, 12:23 AM
    godot is really easy to learn, but also its really easy to throw away all of the easy things it gives you and do stuff your own way
  • m

    melodic-advantage-23638

    01/25/2023, 1:23 AM
    I'm just chiming in here, in the heaps backend, it draws by triangulating poly lines into shapes. So for example, the information says it needs to have a rounded rectangle with a white border and red fill, it is generating a vertex buffer and index buffer with geometry to match that, using vertex colors for the color. It then just renders it to the screen, and uses gl scissor to clip the geometry against its parent bounds.
  • m

    melodic-advantage-23638

    01/25/2023, 1:25 AM
    Against the mask I mean
  • m

    melodic-advantage-23638

    01/25/2023, 1:27 AM
    I'm guessing the same thing could be done in Godot as long as it's possible to deal with vertex buffers, index buffers, etc. In that case you wouldn't be using Godot's built in UI controls, but then again, not 100% sure you'd want to.
  • e

    elegant-twilight-61392

    01/25/2023, 2:09 AM
    what if there was documentation for making a haxeui backend
  • b

    bright-gpu-74537

    01/25/2023, 8:29 AM
    yeah, wouldnt that be nice? 🙂 Tbh, for the longest of times, no one ever even tried to write a backend - then all of a sudden, 3 at the same time - like buses i guess 😄
  • f

    full-journalist-82607

    01/25/2023, 9:13 AM
    Three ? I saw two ( godot and and a lime backend ?? don't remembeer ). What is the third one ?
  • b

    bright-gpu-74537

    01/25/2023, 9:13 AM
    !billy is playing with a backend i think
  • f

    full-journalist-82607

    01/25/2023, 9:17 AM
    Ha ok. A backend to what, do you know ?
  • b

    bright-gpu-74537

    01/25/2023, 9:34 AM
    ... you'd have to ask him i guess 🙂
  • f

    future-iron-61487

    01/25/2023, 9:45 AM
    haxui-gdi for Windows for Workgroups 3.11
  • f

    future-iron-61487

    01/25/2023, 9:46 AM
    haxui-mactoolbox for System 7 "who needs hypercard"
  • f

    future-iron-61487

    01/25/2023, 9:47 AM
    haxui-amiga
  • b

    bright-gpu-74537

    01/25/2023, 9:56 AM
    heh heh 🙂 Did you just volunteer to write 3 backends?? 😄
  • f

    future-iron-61487

    01/25/2023, 10:20 AM
    Yeah I'll get them done in like 500 years
  • f

    future-iron-61487

    01/25/2023, 10:21 AM
    also amiga never
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