wander
hashlink
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wander
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3D and 2D: Testing out my cross-platform graphics engine
I used to work at Adobe on the infrastructure powering big applications like Photoshop and Acrobat. One of our worst headaches was making these really powerful codebases work on desktop, web, mobile, and the cloud without having to completely rewrite them. For example, to get Lightroom and Photoshop working on the web we took a winding path through JavaScript, Google’s PNaCl, asm.js, and finally WebAssembly, all while having to rethink our GPU architecture around these devices. We even had to get single-threaded builds working and rebuild the UI around Web Components. Today the web builds work great, but it was a decade-long journey to get there!
The graphics stack continues to be one of the biggest bottlenecks in portability. One day I realized that WebAssembly (Wasm) actually held the solution to the madness. It’s runnable anywhere, embeddable into anything, and performant enough for real-time graphics. So I quit my job and dove into the adventure of creating a portable, embeddable WASM-based graphics framework from the ground up: high-level enough for app developers to easily make whatever graphics they want, and low-level enough to take full advantage of the GPU and everything else needed for a high-performance application.
I call it Renderlet to emphasize the embeddable aspect — you can make self-contained graphics modules that do just what you want, connect them together, and make them run on anything or in anything with trivial interop.
If you think of how Unity made it easy for devs to build cross-platform games, the idea is to do the same thing for all visual applications.
Somewhere along the way I got into YC as a solo founder (!) but mostly I’ve been heads-down building this thing for the last 6 months. It’s not quite ready for an open alpha release, but it’s close - close enough that I’m ready to write about it, show it off, and start getting feedback. This is the thing I dreamed of as an application developer, and I want to know what you think!
When Rive open-sourced their 2D vector engine and made a splash on HN a couple weeks ago (https://news.ycombinator.com/item?id=39766893), I was intrigued. Rive’s renderer is built as a higher-level 2D API similar to SVG, whereas the Wander renderer (the open-source runtime part of Renderlet) exposes a lower-level 3D API over the GPU. Could Renderlet use its GPU backend to run the Rive Renderer library, enabling any 3D app to have a 2D vector backend? Yes it can - I implemented it!
You can see it working here: https://vimeo.com/929416955 and there’s a deep technical dive here: https://github.com/renderlet/wander/wiki/Using-renderlet-with-rive%E2%80%90renderer. The code for my runtime Wasm Renderer (a.k.a. Wander) is here: https://github.com/renderlet/wander.
I’ll come back and do a proper Show HN or Launch HN when the compiler is ready for anyone to use and I have the integration working on all platforms, but I hope this is interesting enough to take a look at now. I want to hear what you think of this!
hashlink
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3D and 2D: Testing out my cross-platform graphics engine
> The point of Haxe seems to be as a meta-compiler to generate code for a bunch of different languages/compilers?
That's basically correct, although there is also a cross platform runtime called Hashlink but is unsupported by Kha.
https://hashlink.haxe.org/
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Ask HN: Does anyone here use Haxe?
The person who made Haxe (Nicolas Canesse) went on to found Shiro Games (https://shirogames.com), a game development company. I believe all their games are made in Haxe. The latest one, "Dune: Spice Wars" was released this September and Google says the engine is HashLink (https://hashlink.haxe.org/) which is a VM for Haxe.
I don't know any other companies who are releasing games in Haxe today.
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SDL2 is zlib licensed but why it's not included in other code repositories?
I've seen it in SDL2_image source and also Hashlink repository. They included other dependencies but removed SDL2 in their source code (gitignored it).
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Try the new try.haxe!
Well, it also has its very own [Hashlink, virtual machine](https://hashlink.haxe.org/).
And it can also compile down to various bytecodes (like JVM), not just to other languages.
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lots of errors when trying to compile cpp chat server file
According to this, I think you have to specify -lwsock32 -lws2_32 to use the built-in .lib files that contain __imp_recv etc.
What are some alternatives?
armortools - 3D Content Creation Tools
SDL - Simple Directmedia Layer
awesome-haxe-gamedev - Resources for game development on haxe
copybara - Copybara: A tool for transforming and moving code between repositories.
awesome-config - Configuration and widgets for Awesome WM in Lua and MoonScript
reaper-with-typescript-starter
haxe.io - The home of the Haxe Roundup's (Work in Progress)
haxe - Haxe - The Cross-Platform Toolkit
hxcpp - Runtime files for c++ backend for haxe
gravity - Gravity Programming Language
WebGL_Compute_shader - WebGL 2.0 Compute shader Demos