Blitzmax-NG vs Blitmax performance

BlitzMax Forums/Brucey's Modules/Blitzmax-NG vs Blitmax performance

wookie(Posted 2016) [#1]
Hello I'm making 2D platformer which uses much of what Bmax can offer (here is sample: https://www.youtube.com/watch?v=n8GN3frSXqw). I'm quite deep in the project so I want to ask is it worth moving to Bmax-NG? Will it suffer from a performance loss?

I downloaded latest Bmx-NG but could not compile my game because of some error in bah.box2d mod.

I'm planning to release it for desktops (which means that I don't need NG) but reason I'm interested in Bmax-NG is mojo2 which has some advanced 2d rendering capabilities. Will mojo2 work on normal Bmax ?

Thank you in advance :)


Brucey(Posted 2016) [#2]
I've just updated box2d for NG, and tested the examples on 64-bit OSX. They all appear to be working correctly.

Mojo2 has a different API to Max2D. Most of Mojo2 works with legacy BlitzMax, except for the custom lights and layers stuff, which uses Interfaces, and I haven't worked out a clever way to accomplish the following : Type TMyLayer Extends TDrawList Implements ILayer
Since NG supports Interfaces, it was easy to fully port Mojo2 to NG :-)


As far as performance is concerned, NG compiled code is generally as fast, if not significantly faster, depending on what your code is doing.
But of course, your mileage may vary :-)


wookie(Posted 2016) [#3]
Cool to hear. Where can I get NG-box2d ?


RustyKristi(Posted 2016) [#4]
Cool to hear. Where can I get NG-box2d ?


It's included in Brucey's bah.mod:

https://github.com/maxmods/bah.mod


wookie(Posted 2016) [#5]
Got it, thanks. Works but I still can't compile my game because of problems with TimelineFX. I wrote about it in separate thread.