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# haxe-ui
  • b

    bright-gpu-74537

    04/17/2019, 1:17 PM
    it really depends on the backend... above there is haxeui-html5 (ie, pure dom / haxe -> js)... that doesnt have a loop, so it doesnt redraw constantly
  • b

    bright-gpu-74537

    04/17/2019, 1:18 PM
    the other backends (with the exception of native) look similar but behave in different ways...
  • b

    bright-gpu-74537

    04/17/2019, 1:18 PM
    kha, flixel and openfl for example have a render loop, so they are drawing all the time
  • b

    bright-gpu-74537

    04/17/2019, 1:18 PM
    this, to me, isnt ideal for an app
  • b

    brainy-machine-50829

    04/17/2019, 1:19 PM
    Yeah, exactly. That's my issue with it. E.g. Tiled editor, if running on second screen it takes essentially 0 resources (cpu/gpu).
  • b

    bright-gpu-74537

    04/17/2019, 1:19 PM
    but one of the main goals for haxeui is "you can choose"... you arent linked to a framework anymore (well, except haxeui ofc)
  • b

    brainy-machine-50829

    04/17/2019, 1:19 PM
    If I did something like that in Kha, it would eat a lot.
  • b

    bright-gpu-74537

    04/17/2019, 1:19 PM
    i think openfl has got better with the render loop and you can do things about kha too
  • b

    bright-gpu-74537

    04/17/2019, 1:19 PM
    but its not inside the scope of haxeui
  • b

    brainy-machine-50829

    04/17/2019, 1:21 PM
    Hmm. Pure DOM with haxeui abstraction sounds like a good approach. I will give that a try next time I'm crazy enough to attempt anything again. 😄
  • b

    bright-gpu-74537

    04/17/2019, 1:21 PM
    its my "go to" to be honest... super fast compile with (imo) great results
  • b

    brainy-machine-50829

    04/17/2019, 1:22 PM
    Good tools are invaluable, so being able to do it fast, simple and without having to mess around with big complex things, hell even simple react+material ui is complex as hell.
  • b

    bright-gpu-74537

    04/17/2019, 1:22 PM
    not that the others are VERY different though to be fair
  • b

    bright-gpu-74537

    04/17/2019, 1:22 PM
    main issue (imo) with the, so called "render" libs (so called as i call them that) is a) the render loop and b) text support
  • b

    brainy-machine-50829

    04/17/2019, 1:23 PM
    Yeah.
  • b

    brainy-machine-50829

    04/17/2019, 1:23 PM
    I wonder how it works with like Tiled. That's using QT I think.
  • b

    bright-gpu-74537

    04/17/2019, 1:23 PM
    stuff like that is possible... and not limited to a specific backend ofc
  • b

    bright-gpu-74537

    04/17/2019, 1:24 PM
    yeah, i have working externs for qt (hxQt) but no working backend for it (for haxeui)
  • b

    brainy-machine-50829

    04/17/2019, 1:24 PM
    That looks very good.
  • b

    brainy-machine-50829

    04/17/2019, 1:24 PM
    I wouldn't even know where to begin with making custom tilemap editor.
  • b

    brainy-machine-50829

    04/17/2019, 1:25 PM
    The logic and rendering, in something like Kha, sure.
  • b

    brainy-machine-50829

    04/17/2019, 1:25 PM
    But the UI and achieving "if nothing changes, zero performance hit"... No idea.
  • b

    bright-gpu-74537

    04/17/2019, 1:26 PM
    i guess you would have to (maybe) abstract out the logic on the actual tilemap so you could use the main parts in the UI
  • b

    bright-gpu-74537

    04/17/2019, 1:26 PM
    so you could then, for example, use the tilemap code in a haxeui backend with no render loop
  • b

    bright-gpu-74537

    04/17/2019, 1:26 PM
    just off the top of my head anyway... just a guess
  • b

    brainy-machine-50829

    04/17/2019, 1:29 PM
    Hmm. Well, would need to render it somehow. 😄
  • b

    bright-gpu-74537

    04/17/2019, 1:29 PM
    good point
  • b

    bright-gpu-74537

    04/17/2019, 1:29 PM
    😄
  • b

    brainy-machine-50829

    04/17/2019, 1:29 PM
    I suppose best approach with custom tools is just putting the UI on top of the game. Eventually.
  • b

    brainy-machine-50829

    04/17/2019, 1:29 PM
    It's html game for now, so that's mostly easy.
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