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Heaps NMB

High Performance Game Framework

Build Status

Heaps is a cross platform graphics engine designed for high performance games. It's designed to leverage modern GPUs that are commonly available on desktop, mobile and consoles.

Heaps is currently working on:

  • HTML5 (requires WebGL)
  • Mobile (iOS, tvOS and Android)
  • Desktop with OpenGL/Vulkan (Win/Linux/OSX) or Direct3D 11/12 (Windows only)
  • Consoles (Nintendo Switch, Sony PS4, XBox One - requires being a registered developer)

Community

Ask questions or discuss on https://community.heaps.io

Chat on Discord https://discord.gg/sWCGm33 or Gitter https://gitter.im/heapsio/Lobby

Samples

In order to compile the samples, go to the samples directory and run haxe gen.hxml, this will generate a build directory containing project files for all samples.

To compile:

  • For JS/WebGL: run haxe [sample]_js.hxml, then open index.html to run
  • For HashLink: run haxe [sample]_hl.hxml then run hl <sample>.hl to run
  • For Consoles, contact us: nicolas@haxe.org

HashLink graphics backends

HashLink-NMB builds use -lib limen. Enable the graphics backends that should be compiled into the build with these defines:

-D gfx_dx11
-D gfx_dx12
-D gfx_vulkan
-D gfx_opengl

Only compiled backends can be selected at runtime. A full Windows Limen build can include all of them:

-lib limen
-D gfx_dx11
-D gfx_dx12
-D gfx_vulkan
-D gfx_opengl

To choose the default backend for hxd.GraphicsDriverConfig, add one default define:

-D default_gfx_dx11
-D default_gfx_dx12
-D default_gfx_vulkan
-D default_gfx_opengl

If no default_gfx_* define is set, the default order is:

gfx_dx12 -> gfx_dx11 -> gfx_vulkan -> OpenGL

OpenGL is used when no explicit backend define is provided, or when gfx_opengl is the selected/default backend.

Project files for Visual Studio Code are also generated.

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