Ripple Haxe Port, 1
Finally started on something I’ve been wanting to do for a very long time. A serious try to port Ripple Dot Zero to haxe, so I can compile it to c++, run it on Windows with full gamepad support and full, smooth framerate!
This is after a few hours of experimenting with openFLs new
Tilemap API, and one day of porting (well… mostly rewriting) the tile rendering part of my old engine. Now it runs on a solid 60 fps after compiling to C++, even though there are tons of optimizations to be done.
Right now it renders all static tiles (no animated tiles, and no sprites) from an existing level, and lets the camera move in a huge sine wave over it.
A very promising first step!