Return-Path: X-Original-To: apmail-incubator-flex-dev-archive@minotaur.apache.org Delivered-To: apmail-incubator-flex-dev-archive@minotaur.apache.org Received: from mail.apache.org (hermes.apache.org [140.211.11.3]) by minotaur.apache.org (Postfix) with SMTP id 76011D9CC for ; Thu, 18 Oct 2012 22:20:16 +0000 (UTC) Received: (qmail 2810 invoked by uid 500); 18 Oct 2012 22:20:15 -0000 Delivered-To: apmail-incubator-flex-dev-archive@incubator.apache.org Received: (qmail 2742 invoked by uid 500); 18 Oct 2012 22:20:15 -0000 Mailing-List: contact flex-dev-help@incubator.apache.org; run by ezmlm Precedence: bulk List-Help: List-Unsubscribe: List-Post: List-Id: Reply-To: flex-dev@incubator.apache.org Delivered-To: mailing list flex-dev@incubator.apache.org Received: (qmail 2727 invoked by uid 99); 18 Oct 2012 22:20:15 -0000 Received: from athena.apache.org (HELO athena.apache.org) (140.211.11.136) by apache.org (qpsmtpd/0.29) with ESMTP; Thu, 18 Oct 2012 22:20:15 +0000 X-ASF-Spam-Status: No, hits=-1.3 required=5.0 tests=FRT_ADOBE2,RCVD_IN_DNSWL_MED,SPF_PASS X-Spam-Check-By: apache.org Received-SPF: pass (athena.apache.org: domain of gosmith@adobe.com designates 64.18.1.31 as permitted sender) Received: from [64.18.1.31] (HELO exprod6og113.obsmtp.com) (64.18.1.31) by apache.org (qpsmtpd/0.29) with ESMTP; Thu, 18 Oct 2012 22:20:10 +0000 Received: from outbound-smtp-2.corp.adobe.com ([193.104.215.16]) by exprod6ob113.postini.com ([64.18.5.12]) with SMTP ID DSNKUICAhYKMvpgFaVs817Lp4T4vCpUWtho1@postini.com; Thu, 18 Oct 2012 15:19:50 PDT Received: from inner-relay-4.eur.adobe.com (inner-relay-4b [10.128.4.237]) by outbound-smtp-2.corp.adobe.com (8.12.10/8.12.10) with ESMTP id q9IMJnKd022787 for ; Thu, 18 Oct 2012 15:19:49 -0700 (PDT) Received: from nacas02.corp.adobe.com (nacas02.corp.adobe.com [10.8.189.100]) by inner-relay-4.eur.adobe.com (8.12.10/8.12.9) with ESMTP id q9IMGqXi014667 for ; Thu, 18 Oct 2012 15:19:48 -0700 (PDT) Received: from nambx05.corp.adobe.com ([10.8.189.124]) by nacas02.corp.adobe.com ([10.8.189.100]) with mapi; Thu, 18 Oct 2012 15:18:57 -0700 From: Gordon Smith To: "flex-dev@incubator.apache.org" Date: Thu, 18 Oct 2012 15:18:56 -0700 Subject: RE: ASC 2.0 and Falcon Thread-Topic: ASC 2.0 and Falcon Thread-Index: Ac2tfjPLXgw5tNhjT4Of8NFRdxmbBgAAEPtw Message-ID: <149F8129B58B2D418508E63117D9C5419B5AEB2A81@nambx05.corp.adobe.com> References: In-Reply-To: Accept-Language: en-US Content-Language: en-US X-MS-Has-Attach: X-MS-TNEF-Correlator: acceptlanguage: en-US Content-Type: text/plain; charset="us-ascii" Content-Transfer-Encoding: quoted-printable MIME-Version: 1.0 X-Virus-Checked: Checked by ClamAV on apache.org Furthermore, the new runtime uses new bytecode that the Falcon compiler doe= s not produce, and the new compiler that does produce it doesn't compile MX= ML. - Gordon -----Original Message----- From: Thibault Imbert [mailto:timbert@adobe.com]=20 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 essential= ly, there is not "native" DisplayObject. So your framework needs to leverage Stage3D, just like iOS is leveraging Op= enGL for their components UI. That's why we have been funding Starling to help people transition to a ful= l Stage3D model. Recently, the community has created a drawing API extensio= n for Starling: http://www.bytearray.org/?p=3D4832 and a few weeks back a s= keleton bones extension was also created to create complex animations on to= p of Starling: https://github.com/DragonBones/SkeletonAnimationFramework. All of that is o= pen source, you can fork it, create extensions, etc. Feathers is the right model and approach, lightweight UI framework on top o= f 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 | bytearray.org | @thibault_imbert On 10/18/12 3:01 PM, "Om" wrote: >> >> Just a heads up, given the architecture changes of the next-gen=20 >>runtime, Flex will not be able to run in it. I would "highly"=20 >>recommend you guys having a look at Feathers (work from Josh Tynjala=20 >>- feathersui.com) on top of Starling, which will run beautifully in=20 >>our next runtime. > > >Could you please give us some technical details as to why Flex wont be=20 >able to run in the new runtime? This would help us figure out what we=20 >can/need to do given where we are currently. > >Of course, any other information you can provide to help us move Flex=20 >towards Stage3D/Starling would be beneficial. > >Thanks, >Om > > >On Thu, Oct 18, 2012 at 2:55 PM, Michael Schmalle >wrote: > >> Quoting Thibault Imbert : >> >> Hi Mike, >>> >>> This is true, but ASC is already moving to ASNext targeting the next =20 >>>generation runtime which is targeting game developers. So our=20 >>>resources are assigned to that and the time we have to take ASC 2.0=20 >>>changes to Falcon, are limited. Gordon will bring key/showstopper=20 >>>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=20 >>>runtime, Flex will not be able to run in it. I would "highly"=20 >>>recommend you guys having a look at Feathers (work from Josh Tynjala=20 >>>- feathersui.com) on top of Starling, which will run beautifully in=20 >>>our next runtime. >>> >> >> I have just started working with Josh and this component=20 >>architecture, it is very nice. I spoke of feathers earlier today and=20 >>was talking with Josh about MXML support. >> >> So your saying there needs to be a component framework developed that=20 >>will run in the new architecture to be cross compatible? I don't=20 >>quite understand what you are saying. >> >> Mike >> >> >> >> >> Some videos: >>> >>> https://vimeo.com/51010861 >>>=20 >>>http://www.youtube.com/watch?**v=3DDGRy7H17MkA&feature=3Dyoutu.**be&hd= =3D1< >>>htt p://www.youtube.com/watch?v=3DDGRy7H17MkA&feature=3Dyoutu.be&hd=3D1> >>> >>> >>> Thibault Imbert | sr. product manager gaming (Graphics, Language,=20 >>> VM, >>> Compiler) | Monocle | adobe systems >>> gaming.adobe.com | bytearray.org=20 >>> | @thibault_imbert >>> >>> >>> >>> >>> >>> >>> On 10/18/12 11:36 AM, "labriola@digitalprimates.net" >>> wrote: >>> >>> We have no plans keeping ASC 2.0 (and above) in sync with Falcon,=20 >>> as I >>>>> said previously, today the compilers are different projects and=20 >>>>> targeting two different audiences. >>>>> >>>> >>>> Yeh, we totally get why parsing the AS language and generating=20 >>>>bytecode will be very different for the game market. I can't=20 >>>>imagine the amount of time you guys are spending on the differences=20 >>>>in for loops alone.... >>>> >>>> Mike >>>> >>>> >>> >>> >> -- >> Michael Schmalle - Teoti Graphix, LLC http://www.teotigraphix.com=20 >> http://blog.teotigraphix.com >> >>