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)
Ask questions or discuss on https://community.heaps.io
Chat on Discord https://discord.gg/sWCGm33 or Gitter https://gitter.im/heapsio/Lobby
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 openindex.htmlto run - For HashLink: run
haxe [sample]_hl.hxmlthen runhl <sample>.hlto run - For Consoles, contact us: nicolas@haxe.org
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_openglOnly 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_openglTo 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_openglIf 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.
