Comments (5)
This is not really feasible since plugins in rpg maker mv basically have full access to browser or node apis (including nw.js apis) + pixi.js. Best you can do is build something on top of nw.js / node / browser and replace the core parts with better code. But you'd still have problems with compatibility, especially since games can pretty much ship their own runtime and plugins can hotpatch anything.
from mkxp.
Yes I'm aware of that. The question is how many plugin/game authors really bother to tap into the low-level parts like PIXI.js or even use DOM/WebGL/etc. directly and how they would make their code coexist with the RPG Maker stuff. On every Windows RPG Maker similar things are already possible via Win32API or hooks but they can often be worked around in a case-by-case basis. In case of "using their own runtime", this is definitely out of the scope since they are not even using RPG Maker anymore or just using a small subset of the features (like as a map editor).
from mkxp.
You could start by making shim of pixi.js that actually calls C code, but run anything else in javascript or even inside node.js (for more compatibility), implementing the nw.js bits is gonna be more work to be honest, because that thing is a full blown chromium. Honestly it sounds very fruitless work, and best approach would be to start with the same stack they are using and replacing bottlenecks by native shims.
from mkxp.
Closing this as it's not directly related to mkxp. What you describe sounds like a cool idea, feel free to contact me on twitter or discord if you get a project in that direction going (not saying I'll contribute, but I'd be interested in progress).
from mkxp.
@Cloudef I think you kinda missed the point. What I have in mind is more of emulating the RPG Maker layer of things (all rpg_core stuff and possibly all rpg_managers stuff as well) rather than porting the whole layer and above to a different engine. Using older RPG maker analogy it would be like porting all the scripts to a new runtime with Audio/Graphics/etc. implemented outside rather than running the whole RGSS*.dll on a different platform. I have to clarify that this doesn't make the process magically easier though since all the object lookup process will be really fragile. One could easily minify the whole package and I will have nothing to hook into and the only remaining option would be browser emulation (i.e. the thing that I definitely won't touch). I imagine that if this is real it will be even more of a developer's toy than mkxp since it will be a lot easier to integrate it into the game in development phase but (extremely?) difficult to use it to run published games on unintended platforms.
@Ancurio Although it will be unlikely from me. Noted.
from mkxp.
Related Issues (20)
- Fluidsynth-related compilation error on Arch Linux HOT 2
- Search for mkxp.conf in more paths HOT 3
- Some (maybe) helpful font size stuff!
- Error "The RGSS script seems to be stuck and mkxp will now quit." HOT 6
- Fonts are completely broken HOT 1
- How compile? and another dunno HOT 2
- incorrect serialization of multi-dimensional tables if {y,z}size <= 1
- BGM should not be played before ME when calling me_play and bgm_play together
- Expect retrieved value to be the same as assigned value HOT 3
- Error 'Script 'fuyllscreen' line 14: NameError occureduninitialized constant Module::Win32API' HOT 2
- Video reproduction implementation missing. HOT 5
- Best Way to Detect if Running mkxp? HOT 1
- Does mkxp recognize multiple RTPs? HOT 2
- openReadEnumCB just gives up if a closely matching filename is found
- pathCache search keeps searching even after file is found
- Window content won't draw outside of a 640x480 region HOT 2
- Sound system initialization should not be compulsory
- Error With PKGConfig and CMake HOT 1
- Sudden crash : Script 'Zeus Map Effects' - line 85: No MethodError occured. HOT 1
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from mkxp.