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^^^ This!
Why invest time in a system that cuts your user base in half?
GLES2 should be the starting point, get that rock solid.
Then extend that to GLES3. Doing GLES3 is only going to expand scope and add time until Monkey 2 is actually finished.
Honestly, I’d wager that most won’t even take advantage of any of the features 3 has over 2.
GLES2.
3 doesn’t buy much unless you are really pushing the gfx hardware, and you lose half the market in the process.
Thats not to say you couldn’t have a GLES3 target later, but always target the lowest common denominator that gives you the widest market. Imagine half the developers on the site hitting a point where they can’t run their own game on their own (older) device. That’s not just customers but also fellow developers, which might be more vocal when it comes to saying “hey! use this” or “hey! don’t use this!”
i already had a frustrating time with a mobile game that was coming out. When it finally came out, my iPhone 5 couldn’t run it because he had used GLES3. But his low poly game had no CPU or GPU intensive reason why my iPhone couldn’t run it. It was just laziness on his part as a developer
Can’t wait to have Android and iOS targets fully running.
It’ll always be MX2 to me.
I was telling someone on twitter about it and they asked “What is Monkey X 2” and I started to describe it. “Oh! Sounds a lot like BlitzBasic” they said. “Same guy who built it!”
How about BlitzMonkey? It feels natural given the heritage and lots more people are familiar with the Blitz compiler and IDE.
HTML5 is pretty big to me, I’m curious about the emscriptem. iOS and Android too. Doesn’t feel like Monkey2 is complete without those platforms as I love the ability to target those with MX1. Especially HTML5 as that’s my goto for jams and easily sharing things I’m working on.
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