Haxe on the iPhone – For Real!

iphone3 To progress this project a bit further, I needed a real device – so I convinced the little woman that an iPod touch would be a good thing to have around. She seems to have taken to it, so now I’m thinking I may need one each :).

After much phaffing about, I’ve finally managed to get stuff running on the actual device. I had to comment out quite a bit of NME, since I only used the base SDL, not all the extras. Boehm GC was also a bit tricky because I didn’t really know what I was doing, but I brought in some bits from the mono project and then disabled USE_MUNMAP because it caused it to crash. In the end, it seems to work – no crash, but then I may not have been running it long enough. I will have to try some memory thrashing later.

One thing I found with Xcode is that if you ever change the project name/AppID settings then you really need to clean the project, exit Xcode and get back in. But the hardest part was working out where to go the get the developer certificate! I guess I’m a bit thick, or missed the meno, but it took me ages to get to the web form to create a certificate.

So the big question is perfromance. In this demo, initally, it runs at about 2.5 frames a second (I don’t have a fps counter yet), but slows a bit later when things spread out. But this is using the high-quality, anti-aliasing software renderer. Next job is to hook up the OpenGLES renderer, then I’ll really know where I stand.
But overall, pretty positive result I think.

A Second Look (iPhone + Haxe)

iphone2

Once the basics are in place, the rest comes pretty naturally.

Just a slight tweak to the MovieClip transformation gets Physaxe doing it’s thing.

Performace seems ok-ish in the simulator, not sure how it woud go on the real device.