Loom Hangout - June 27th, 2013 (12:00pm Pacific Time)

#5 Loom Hangout - June 27th, 2013 (12:00pm Pacific Time)

June 27, 2013 | (71 minutes)
In this hangout we talk about why we chose BGFX for our rendering abstraction layer, the performance gains on the new Loom2D renderer. We discuss why we chose to integrate the Feathers UI library into Loom, and discuss the technical implementations of adding video to a Loom project.

00:00 Intro
01:14 BGFX - why?
04:50 Security of Loom apps
08:30 The Engine Co. making their own games?
09:48 Difference between Image and Sprite in Loom2D (and Quads)
11:40 Loom documentation
14:14 Gamepad support
17:55 Performance gains of Loom2D renderer / Sprint28
25:55 Native source accessibility
28:17 Adding custom drawing into native libs
31:10 Loom capatibility with iOS
33:04 Texture tiling
34:52 Future LoomCast features?
38:20 Example games
39:08 Loom development terminology/workflow
45:48 Physics
48:45 Upcoming LoomCast ideas
50:03 Game type ideas
51:44 iOS support on Windows
53:37 Eclipse IDE
58:37 Why Feathers?
1:02:50 What about video?