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From Thibault Imbert <timb...@adobe.com>
Subject Re: ASC 2.0 and Falcon
Date Thu, 18 Oct 2012 22:16:19 GMT
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
>>
>>


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