Quote: "Without the Linux build the way I understand it is that the HTML5 files won't be able to be updated so if any new commands are added they would not be available in the HTML5 export. I'm hoping Lee finds away around this. I don't this this will be an issue for quite sometime though."
Ok, that's good to know thanks. If I understand correctly, this would mean that as long as a program listing in a future version of AppGameKit Studio is limited to the current command set of AppGameKit Studio version 2023.07.17 then the HTML5 export feature will continue to successfully export from within the new version, based on the Linux compilation / export of the 2023.07.17 version.
Hopefully, as you mentioned, Lee could find a way around this for future AppGameKit Studio (tier 1) versions. But even if not, then that's good to know that the HTML5 export will (presumably) continue to function normally as long as the programmer does not use any newly introduced AppGameKit commands / functions beyond the existing AppGameKit Studio version of 2023.07.17.
It would be so exciting to see HTML5 export support extend to AppGameKit tier 2 (C++ language). I'm not sure what the technical limitations might be or if that would be a massive undertaking. I would love to see AppGameKit tier 2 compete with the likes of SDL, Raylib and Phaser regarding HTML5 export support. I am thinking there's got to be some way to do this, but of course I don't know what the internal mechanisms or designs are of AppGameKit tier 1 compared to AppGameKit tier 2, and whether or not they are largely compatible or easily translatable for HTML5.
Thanks for the informative update in your previous post. I plan to continue using AppGameKit Studio for HTML5 development, and I am cautiously hopeful and optimistic that a future workaround or solution will be developed for HTML5 export to accommodate future AppGameKit Studio commands or features.