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haxe has been around for awhile, and was more popular prior to Unity 3D and 3rd party App store deployment viability.

Porting for cross-platform deployment is such a pain, that many people just don't bother anymore. Have a look at Steam titles, Unreal Engine and xbox developer programs. Some of these paths do streamlined content deployment well... And usually it is not going to cost you anything until you hit $1m revenue (UE has remained popular for good reasons).

Start small, fail quickly, and document a deployment pipeline that works for your use-cases. Also, study pre-baked lighting and texture techniques like a monk if you want high fps later. Most avoid particle cloud VFX, hair physics, and complex water surfaces. Complex physics like liquids are usually faked with baked procedural textures, lighting caustics, and or meshes from a liquid/fire/explosion sim or VDB.

I'm not suggesting I know what I'm talking about, but recommend having a look at what other people used on gamedev.tv . We are not affiliated with their group, but in my humble opinion the courses by Grant Abbitt have helped the Asset artists a great deal with basic low-poly design workflows. Blender is still terrible, but have a look at "Auto-Rig Pro" UE export tutorials (limb volumetric preservation with secondary deforms), "Draw Xray" and "Tesselator" for quadrilateral re-meshing. =)

Some Assets benefit from post-processing with free Windows programs like xNormal for baking, and Instant Meshes for auto field-aligned topo meshes.

Finally, avoid anything AI related until the global copyright laws reach a consensus opinion of ownership. i.e. it could end up poisoning your project with a submarine copyright violation.

Hope your team builds something awesome and fun, =)




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