Hi,
Warning, Haxe/OpenFL newb here.
So… given that my hobby-engine is data driven and not really object oriented, what part of Lime/OpenFL should I use to get best performance/control when drawing things to the canvas/whatever, so that I can more or less implement the engine with the same data driven approach and not ending up with too much Objectiveness overhead?
I guess I need to have some kind of low level draw/blit abstraction or WebGL/OpenGL abstraction, as well as Keyboard, Touch, Mouse, Audio, Asset Loading etc.
Is there any point in using only Lime and not OpenFL, or can I mix and match between them?
Can I go low level width OpenFL or does it require a high level API and the whole game engine being adapted?
Background
I have written a small and fast 2d game engine (hobby project) in Javascript that I later translated to Typescript. After optimizing it for modern compiling JS engines and being happy with a smooth 60FPS but being increasingly irritated that I wasnt writing much javascript, more like writing “V8-script”, in order to make Crankshaft (the optimizing compiler) happy, I decided that maybe it was time to move on. I rememberd Haxe from somewhere in the back of my head and revisited it and it really lookes just like I wanted. But if I want to get the multiplatform part I have to use something like lime or OpenFL, to abstract some hairyness away.
I know, theres a million game engines out there, but it all started with me loving JS optimization and the rest just happend. Its never gonna be the fastest and for everyone but I reach fullscreen 1280/720 60FPS smooth on a windows tablet as well as a 3yo Ipad.
Thanks,
J