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From Michael Schmalle <apa...@teotigraphix.com>
Subject RE: ASC 2.0 and Falcon
Date Thu, 18 Oct 2012 22:25:03 GMT
So in essence you are saying;

1. Gordon needs help implementing MXML.
2. Flex is incompatible with the new VM that is stage3D based and a  
new architecture for components needs to be created based on Stage3D.
3. The ASC compiler of Falcon is going to need to be implemented to  
produce bytecode that is compatible with the new AVM.


Correct?


Gordon I can help with MXML once I get my feet wet in understanding  
exactly "What" needs to be implemented.


Mike

Quoting Gordon Smith <gosmith@adobe.com>:

> Furthermore, the new runtime uses new bytecode that the Falcon  
> compiler does not produce, and the new compiler that does produce it  
> doesn't compile MXML.
>
> - Gordon
>
> -----Original Message-----
> From: Thibault Imbert [mailto:timbert@adobe.com]
> Sent: Thursday, October 18, 2012 3:16 PM
> To: flex-dev@incubator.apache.org
> Subject: Re: ASC 2.0 and Falcon
>
> Hi Om,
>
> The rendering architecture of the new runtime is Stage3D only. So  
> essentially, there is not "native" DisplayObject.
> So your framework needs to leverage Stage3D, just like iOS is  
> leveraging OpenGL for their components UI.
>
> That's why we have been funding Starling to help people transition  
> to a full Stage3D model. Recently, the community has created a  
> drawing API extension for Starling: http://www.bytearray.org/?p=4832  
> and a few weeks back a skeleton bones extension was also created to  
> create complex animations on top of Starling:
> https://github.com/DragonBones/SkeletonAnimationFramework. All of  
> that is open source, you can fork it, create extensions, etc.
>
> Feathers is the right model and approach, lightweight UI framework  
> on top of Starling (which does all the Stage3D work behind the  
> scenes).
>
> Keep in mind Feathers "vision" is not to replace Flex, it is a  
> lightweight UI framework for Uis in games, developed by a Flex  
> developer who wanted to have some of the power of Flex (skinning,  
> productivity) without reproducing the same mistakes as Flex (lots of  
> dependencies and display list based).
>
> Thibault Imbert | sr. product manager gaming (Graphics, Language, VM,
> Compiler) | Monocle | adobe systems
> gaming.adobe.com <http://gaming.adobe.com/> | bytearray.org  
> <http://bytearray.org/> | @thibault_imbert
>
>
>
>
>
>
> On 10/18/12 3:01 PM, "Om" <bigosmallm@gmail.com> wrote:
>
>>>
>>> Just a heads up, given the architecture changes of the next-gen
>>> runtime,  Flex will not be able to run in it. I would "highly"
>>> recommend you guys  having a look at Feathers (work from Josh Tynjala
>>> - feathersui.com) on top  of Starling, which will run beautifully in
>>> our next runtime.
>>
>>
>> Could you please give us some technical details as to why Flex wont be
>> able to run in the new runtime?  This would help us figure out what we
>> can/need to do given where we are currently.
>>
>> Of course, any other information you can provide to help us move Flex
>> towards Stage3D/Starling would be beneficial.
>>
>> Thanks,
>> Om
>>
>>
>> On Thu, Oct 18, 2012 at 2:55 PM, Michael Schmalle
>> <apache@teotigraphix.com>wrote:
>>
>>> Quoting Thibault Imbert <timbert@adobe.com>:
>>>
>>>  Hi Mike,
>>>>
>>>> This is true, but ASC is already moving to ASNext targeting the next
>>>> generation runtime which is targeting game developers. So our
>>>> resources  are assigned to that and the time we have to take ASC 2.0
>>>> changes to  Falcon, are limited. Gordon will bring key/showstopper
>>>> bugs fixed in ASC
>>>> 2.0 to Falcon, we cannot commit to anything more.
>>>>
>>>> Just a heads up, given the architecture changes of the next-gen
>>>> runtime,  Flex will not be able to run in it. I would "highly"
>>>> recommend you guys  having a look at Feathers (work from Josh Tynjala
>>>> - feathersui.com) on  top  of Starling, which will run beautifully in
>>>> our next runtime.
>>>>
>>>
>>> I have just started working with Josh and this component
>>> architecture, it  is very nice. I spoke of feathers earlier today and
>>> was talking with Josh  about MXML support.
>>>
>>> So your saying there needs to be a component framework developed that
>>> will  run in the new architecture to be cross compatible? I don't
>>> quite  understand what you are saying.
>>>
>>> Mike
>>>
>>>
>>>
>>>
>>>  Some videos:
>>>>
>>>> https://vimeo.com/51010861
>>>>
>>>> http://www.youtube.com/watch?**v=DGRy7H17MkA&feature=youtu.**be&hd=1<
>>>> htt p://www.youtube.com/watch?v=DGRy7H17MkA&feature=youtu.be&hd=1>
>>>>
>>>>
>>>> Thibault Imbert | sr. product manager gaming (Graphics, Language,
>>>> VM,
>>>> Compiler) | Monocle | adobe systems
>>>> gaming.adobe.com <http://gaming.adobe.com/> | bytearray.org
>>>> <http://bytearray.org/> | @thibault_imbert
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>> On 10/18/12 11:36 AM, "labriola@digitalprimates.net"
>>>> <labriola@digitalprimates.net> wrote:
>>>>
>>>>  We have no plans keeping ASC 2.0 (and above) in sync with Falcon,
>>>> as I
>>>>>> said previously, today the compilers are different projects and
>>>>>> targeting two different audiences.
>>>>>>
>>>>>
>>>>> Yeh, we totally get why parsing the AS language and generating
>>>>> bytecode  will be very different for the game market. I can't
>>>>> imagine the amount of  time you guys are spending on the differences
>>>>> in for loops alone....
>>>>>
>>>>> Mike
>>>>>
>>>>>
>>>>
>>>>
>>> --
>>> Michael Schmalle - Teoti Graphix, LLC http://www.teotigraphix.com
>>> http://blog.teotigraphix.com
>>>
>>>
>
>

-- 
Michael Schmalle - Teoti Graphix, LLC
http://www.teotigraphix.com
http://blog.teotigraphix.com


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