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Philippe

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@elsassph

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Re: The structure of NME

NME display list is entirely GPU accelerated, excepted for parts that need local software rendering (ie. filters, masks).
Tilesheet allows batching.

Posted on March 11, 2013 at 4:47 AM

Re: NME Webview Native Extension

Do you get the url-change event when using HTML5 pushState history API? that could be enough for pushing some data back.

Posted on February 24, 2013 at 12:24 AM

Re: NME Webview Native Extension

Looks great and simple - is it possible to send data back from the webview to NME?

Posted on February 22, 2013 at 6:30 AM

Re: NMEPreloader does not appear until 50% of SWF loaded

You can embed an entire SWF as binary data and load it at runtime:
http://www.ghostwire.com/blog/archives/as3-hiding-assets-and-code-b...

You would do that in the Main class and skin the Preloader in AS3 as usual.

Posted on February 04, 2013 at 1:53 AM

Re: NMEPreloader does not appear until 50% of SWF loaded

If you're looking for any solution, then create a dummy AS3 project (FD has a nice template ;)) and embed your Haxe SWF.

Posted on January 30, 2013 at 7:11 AM

Re: NME vs Adobe Air

On the minus side, NME doesn't offer yet consistent Video and Webview components. But a very short video can be played as an image sequence.

Posted on January 06, 2013 at 8:17 PM

Re: Nme 3.5.3 & Tilelayer 0.2.6 problem

Latest NME release introduced some internal changes.

I don't have the possibility to fix it now, but it should work if you edit the files and replace 'neash' occurences by 'nme'.

Posted on January 04, 2013 at 4:44 AM

Re: ios 6 blank screen

What template did you use for your project? can you show your startup code?

Depending on the NME project template you used, it could be waiting for stage's resize event before starting the app, and this event may not happen as expected on iOS6.

Posted on December 04, 2012 at 11:17 AM

Re: Is there good documentation for NMML file settings?

There's this reference also:
http://gist.github.com/1763850

Posted on November 22, 2012 at 6:00 AM

Re: Haxe/NME noob questions on Animations and Android feature support

I don't think Haxe NME is what you need: it can't do native UIs - go directly Java.

In any case you can't go very far without POO, there's no procedural language for building mobile apps.

Posted on November 18, 2012 at 11:04 PM

Re: Calling methods on an external swf object

As Joshua said: for Flash target yes, you can do whatever Flash is able to do.

For C++ target, forget it: I think it's not reasonnable to expect NME C++ targets's SWF support to become sufficiently elaborated to run an arbitrary external SWF, unless it's limited to play/stop actions.

As a side note, even with AIR mobile this won't be possible to do when targeting iOS, because AIR iOS doesn't let you load and execute a SWFs at run time.

Posted on November 16, 2012 at 6:29 AM

Re: bitmapData swapping vs tilesheet draw for spritesheet animation

Ah you might be onto something, maybe that's a HTML5 target bug then.

Posted on October 23, 2012 at 8:27 AM

Re: SWF not working outside of build directory

Nothing odd here.

You might want to look a bit into Flash player security topic:
http://www.senocular.com/flash/tutorials/contentdomains/#LocalSecur...

Posted on October 22, 2012 at 1:18 PM

Re: bitmapData swapping vs tilesheet draw for spritesheet animation

@jptsetung use 'mirror' to flip an image, read the readme ;)http://github.com/elsassph/nme-tilelayer...

That said, HTML5 target implementation is a bit "naive" for now - it would be worth hacking some direct canvas rendering instead.

Posted on October 22, 2012 at 1:14 PM

Re: Stage3D support for cpp target

Thibault Imbert is Product Manager at Adobe so he reveals what he decides is useful to know wink

Posted on October 22, 2012 at 7:52 AM

Re: bitmapData swapping vs tilesheet draw for spritesheet animation

@jptsetung when you build a spritesheet (usinghttp://www.codeandweb.com/texturepacker... for instance) you define animations using a naming convention, ex: item01, item02, item03,... where each itemXX is a frame of the animation. Then you provide "item" as TileClip's animname and it will select all these images and swap them.

Posted on October 22, 2012 at 6:21 AM

Re: Stage3D support for cpp target

Eh, Thibault has disclosed a big secret about next gen Flash smiling

So yes, eventually it will be desirable to move NME Flash to Stage3D to support the future architecture - but he didn't say Events will disappear, Starling reproduces most of the display list event system. Most annoying bit (aside the differences in Starling's display list API implementation) in this event system: there are no MouseEvents, only a kind of weird unique TouchEvent for all mouse interactions.

Posted on October 22, 2012 at 6:13 AM

Re: What exactly is nme.display.Tilesheet?

Tilesheet can be seen as some kind of wrapper over drawTriangles.

So the first obvious advantage is that it's much easier to use than drawTriangles smiling

The second big advantage is that all the code building the indices/uvs/etc. buffers is written in very optimized C++ which doesn't suffer from haxe to C++ conversion's overhead where 'double' type is used for computations.

PS: likewise it would be desirable to include the "native" C++ box2d lib instead of relying on a Haxe port...

Posted on October 06, 2012 at 10:34 AM

Re: HXCPP stack info

These are C macros and no code is actually emitted in release mode.

Posted on October 06, 2012 at 6:39 AM

Re: TileSheet option for scaling in x and y separately

The Flash fallback doesn't support matrix scaling, alpha and tint. You can edit the hx file to improve it.

Posted on September 30, 2012 at 7:19 AM
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