Comments (2)
There are no immediate plans for us to make any other runtimes right now, apart from the LibGDX runtime, as we are using this in house. Anyone is very welcome and encouraged to write implementations for runtimes they want, or request for support for their platform. And I guess we can see where we can go from there.
Regarding jmonkey, you should be able to just use the libgdx runtime, and provide your own Renderer implementation.
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I was just thinking how can we make general runtime implementation easier (and combine this with how do we make java runtime performance - awesome)
Had this thought, I think we can actually traverse module graph and convert it into String of "C++" code per particle effect, if each module provides it's inline code. That way we can generate c++ library on the fly per effect. And then any other language that CAN use native C++ library, will be able to have a runtime with just several lines of code.
What do you think @Tom-Ski ? I can't seem to find any reason why this will not work.
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Related Issues (20)
- Crash when adding new 'twirl' (or other UV) node to empty shader (talos-3d branch) HOT 3
- Shader Element's clip glitch
- SpriteMaterial node file list doesn't refresh when new files added to directory HOT 1
- CurveWidget is leaking ShapeRenderer (shader and mesh)
- Failing to open new tab with same name
- Editor has very high GPU usage
- ParticleEmitterBox2D Implementation HOT 1
- Discord link in README and website homepage is broken HOT 1
- application doesn't start HOT 1
- Rendering particles in Libgdx after export is extremely small HOT 1
- Dependency on com.github.jitpack:gradle-simple:1.0 HOT 2
- Particle Rotation During Runtime HOT 2
- editor crashes on deleting some nodes HOT 1
- BVB runtime support
- Libgdx runtime update
- Publishing of runtime artifacts and editor binary
- Deploy executables made via packr
- Wiki update request - Compiling from source
- Wiki update request - Procedural texture atlas
- Exporting shader files results in empty file
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