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fabmax avatar fabmax commented on May 22, 2024 1

Thanks! I'm working on this for quite some time now and always trying to make things better - good to hear that apparently it's working out 😄

Tutorials and documentation are indeed a little thin but writing these is a lot less fun than working on the engine itself. Maybe things will get better once the editor has reached a usable state.

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4lfg24 avatar 4lfg24 commented on May 22, 2024

Cool, glad to know you guys are working on it, because I've been trying to set up a kotlin project like you instructed in the last part of the readme but I don't understand how to do it properly, so I've been working in the source code instead.

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antzGames avatar antzGames commented on May 22, 2024

@4lfg24: Fabulous max has created: https://github.com/fabmax/kool-templates repo with everything you need to start a project from scratch.

I tested it. It works fine in InteliJ (but not Android Studio), only thing I had to do is set the Gradle's JVM version to V11. File > Settings > Build, Ex... > Build > Gradle

Both JS and JVM versions can be run/built from the Gradle menu, but you can also do it by the command line as he describes in the README.

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4lfg24 avatar 4lfg24 commented on May 22, 2024

Thank you @antzGames ! (Also what are you doing here, are you thinking about betraying libgdx? 😂 jk)

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antzGames avatar antzGames commented on May 22, 2024

So 3D performance in HTML with libGDX is very poor compared with this engine.

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fabmax avatar fabmax commented on May 22, 2024

So 3D performance in HTML with libGDX is very poor compared with this engine.

Good to know. As far as I know libGDX uses GWT for the web frontend. I'm not 100% sure but I have the feeling that GWT is not the most future-proof technology (development has pretty much stopped by now).

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antzGames avatar antzGames commented on May 22, 2024

LibGDX has an experimental TeaVM web backend (produces JS or WASM).

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