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Tilengine vs shaders
#6
Hi!

Building a native version of Tilengine for the Switch should be easy, as Nintendo offers C/C++ in their SDK. Current tilengine license (MPL 2.0) allows linking statically or even using source modules directly inside other projects. However I understand that in your case, you're not targeting Switch alone, but using cross-platform framework that allows building for the Switch as well as for other platforms.

Kinc seems promising, the "NativeLibrary" Kha GitHub sample you pointed shows how to mix source C/C++ and build a library that can be called from Haxe. It requires work to write the binding -as with any other language-, but it definitely seems to allow it. I've not attempted to do it yet, as I don't know this ecosystem and its tooling, but it's worth trying.

Thanks for sharing this useful info!
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Messages In This Thread
Tilengine vs shaders - by Domarius - 07-19-2021, 10:48 AM
RE: Tilengine vs shaders - by megamarc - 07-20-2021, 04:04 AM
RE: Tilengine vs shaders - by Domarius - 07-23-2021, 07:42 AM
RE: Tilengine vs shaders - by megamarc - 07-26-2021, 04:56 PM
RE: Tilengine vs shaders - by Domarius - 08-03-2021, 09:02 AM
RE: Tilengine vs shaders - by megamarc - 08-07-2021, 06:26 PM
RE: Tilengine vs shaders - by Domarius - 08-20-2021, 12:39 PM

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