Community fork of Adam “Atomic” Saltsman's popular game engine Flixel. Distilled from a variety of Flash games he worked on over the last couple years, including Gravity Hook, Fathom and Canabalt, its primary function is to provide some useful base classes that you can extend to make your own game objects.
I was reading this article these days and thinking if Flixel Community could benefit from multi-core processors.
The idea is to identify workloads that can be performed in parallel using Workers, such as physics and path planning. It would be awesome if Flixel could check for Workers availability and, if that's the case, take advantage of it, transparently.
A physics plugin based on Workers, for instance, would be a hell of a feature to justify the implementation of some sort of Workers API.
I was reading this article these days and thinking if Flixel Community could benefit from multi-core processors.
The idea is to identify workloads that can be performed in parallel using Workers, such as physics and path planning. It would be awesome if Flixel could check for Workers availability and, if that's the case, take advantage of it, transparently.
A physics plugin based on Workers, for instance, would be a hell of a feature to justify the implementation of some sort of Workers API.