Mojo1 or Mojo2

Started by degac, April 18, 2020, 17:08:51

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degac

Hi

after many years I decided to play with Monkey1...
I'm asking if it's better using mojo1 or mojo2.
I know mojo2 has more gfx features, but also a different 'approach' (canvas object and so on).

What's the best choice?

Thanks
If there's a problem, there's at least one solution.
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Steve Elliott

Yep.  Avoid abandon ware.
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TomToad

Try Cerberus X, which is MonkeyX extended, and still supported.  Uses both mojo1 and mojo2, so you can try both and decide which you like better.
------------------------------------------------
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3DzForMe

Yep, CerberusX runs my old MonkeyX data parser just fine, which is nice. I recommend it - it is supported ;)

[edit] Sorry, not my data parser - CerberusX is nice - the data parser ain't too shabby either - but the UI needs a little work .
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degac

Thanks, I admit I did an error - I wrote 'monkey1' but I'm using Cerberus...
The question is about using mojo1 or mojo2: I suppose mojo2 will be the 'core' gfx module in future
If there's a problem, there's at least one solution.
www.blitzmax.org

Derron

BTW you know about BlitzMax NG's mojo2 port?
https://github.com/bmx-ng/mky.mod

So if you came from BlitzMax and just want to checkout mojo things ...you can give it a whirl too.
If you want to use it for "Render 2 Texture" or "shaders": SDL2GLMax2D has basic shaders in use. I locally incorporated Render2Texture into Max2D for OpenGL and DirectX (so just SetRenderImage(renderImage) and it renders into it, later DrawImage(renderImage) and you place it on the screen).

But if you want to benefit from html5 export etc - then go with Cerberus-X. Especially if you did not have existing code in monkey-x (which might require slight edits to work properly) then there is no reason to stay with monkey-x if there is the superior Cerberus-X.


bye
Ron