Axmol-v3 Roadmap #2650
Replies: 8 comments 45 replies
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Hi. Can i start a new project using physics for platform things and v3? |
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@halx99 why need to remove AsyncTaskPool? |
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Here are a couple of things I would love to have in Axmol. Maybe in v3, maybe later (or even before!). Take it as a wish list for discussion :)
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d3d11 cant resize window, |
But autorelease/retain/release is part of engine architecture. And it could not be just discard without effecting customer code.
Anyway similar cases can be very frequent. And there should be mechanic to process it in the engine. Why not to use this one which exists already |


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BulletPhysicstoJoltPhysics, see PR: Refactor physics modules and migrate 3D physics from Bullet to Jolt #3124AX_ENABLE_VR, by default OFF in cmake)AX_ENABLE_WAYLANDcpp-testsworks on box2d v3cpp-testsworks on box2d v3core/physicsbased on chipmunkcpp-testscpp-testsstd::views::splitcan be use to improve performancestd::filesystemchrome://flags/#enable-webassembly-memory64Color4B=>Color32Color3Bopengl-es-3.0METAL,GLES2, then addAXSLC_TARGET_[GLSL,HLSL,MSL,GLES]sampler2D texs[4]support, 2.x only support OpenGL, now support all RHI: d3d11, metal, opengl(es)PhysicsJointXXX::construct=>PhysicsJointXXX::instantiateSprite-------- Issues ------
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