vektrix is an open source/cross-platform/free API for embedding flash applications into your own projects (completely independent from Macromedia's/Adobe's flash player).
I hope you like it / feel free to give comments, proposals, wanted features, etc.
Looks great! You might want to think about adapting GameMonkey script to execute the actionscript if you do implement scripting. GameMonkey script is already very similar to Actionscript (only a few differences). It will be a big job though! Perhaps you could just implement a subset of Flash's features (maybe flash 5.0 level actionscript would be a good target)..
Lee04 wrote:Could this be made to work with CEGUI somehow?
For Flash menues interfaces in Ogre. Organic menues etc.
Its nothing else than a dynamic ogre texture, so if you can assign an ogre material or even just a texture to cegui somehow it's very possible to use it. I think the ogre cegui demo features a rendertotexture, this is nothing else except you provide the SwfTexture's name to cegui.
WhiteNoise wrote:Looks great! You might want to think about adapting GameMonkey script to execute the actionscript if you do implement scripting. GameMonkey script is already very similar to Actionscript (only a few differences). It will be a big job though! Perhaps you could just implement a subset of Flash's features (maybe flash 5.0 level actionscript would be a good target)..
Will have a look on it, gameSwf supports out of the box basic AS + flash5, as said I would really like to bring it up to AS2.0 and flash8. There are several open-source flash players currently being developed, maybe I can attract some of the guys to help me a bit, maybe one of this is even in here?
Haven't looked at GameSWF nor watched the video (yet), but does this mean that we can have true 3D menus? Like a panel on a door? With keyboard input and mouse clicks?
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Just read that it does! Awesome!
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Watched the video! Impressive!
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/* Less noise. More signal. */ Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion. OgreAddons - the Ogre code suppository.
jacmoe wrote:Haven't looked at GameSWF nor watched the video (yet), but does this mean that we can have true 3D menus? Like a panel on a door? With keyboard input and mouse clicks?
If you mean 2D menues (panel ) at 3D objects (door ) then I'd say, that's exactly what I'm aiming for
but the possibilities to use it are endless
You know that the DOOM 3 guys spent forever working on their 3d in game user interface right?
I assume you can use it for both your regular user interface (game menus, inventory, etc) as well as for 3d user interface?
As far as interpretting ActionScript, the guy who mentioned GameMonkey has a good idea. You could perhaps write a converter to convert from ActionScript to another scripting language instead of writing a complete script compiler/interpretter or whatever is involved. I know the guy who wrote GameMonkey personally btw, he's a genius
Um, well I assumed that he's not running actual Flash in Ogre, he's using a custom SWF parser/renderer. I also assumed that Macromedia doesn't have ActionScript SDK and make the VM etc. available to embed in other applications. This means that any ActionScript in the SWF would have to be interpretted and run using his own interpretter etc. Also I think he has to recreate all the base functionality built into ActionScript, and all the hooks from ActionScript to the SWF.
I could be wrong here. I wasn't saying that ActionScript sucks, I was saying instead of writing your own ActionScript compiler, virtual machine, complete scripting language runtime etc. you could let users write ActionScript code (since it's the language Flash developers know) and convert it on the fly to another scripting language for execution.
Also, if I'm right about the ActionScript stuff being a problem, I don't think it's a bad thing to choose a completely different scripting languge such as Squirrel for scripting instead of trying to support ActionScript. The fact you can use Flash files in your game means that you can already use all the cool Flash tools to create UI, transitions, etc. which is the biggest thing. Using a different scripting language isn't a huge deal in that case.
*Edit* Did a quick search and GameSWF supports some ActionScript so I don't know what I'm talking about. Ignore me. *End Edit*
Last edited by Falagard on Fri Jul 07, 2006 9:50 pm, edited 1 time in total.
jacmoe wrote:A CEGUI window is 2D in 2D, am I right? Or can you whack a CEGUI window on a piece of 3D geometry?
You can indeed place a bunch of CEGUI widgets onto a 3D panel, and even have mouse cursor, and buttons working There is even a post on these forums with some nice screen shots
Kidding aside: gameswf supports version 6 for writing and is able to load version 7.
The project looks kinda dormant: last development news is from 2 years ago. But it's opensource.
So I think ActionScript is already built into it.
This is cool! Because Flash is a great WYSIWYG tool for doing layout!
pjcast wrote:You can indeed place a bunch of CEGUI widgets onto a 3D panel, and even have mouse cursor, and buttons working There is even a post on these forums with some nice screen shots
Great! I missed that! I'll do some digging then.
Since Flash is vector graphics, and vector graphics - with its sharpness - is best suited for high-tech style interfaces, ..
What about RPGs ? You know. Organics: wood, metal, stone - raster graphics?
/* Less noise. More signal. */ Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion. OgreAddons - the Ogre code suppository.
jacmoe wrote:Kidding aside: gameswf supports version 6 for writing and is able to load version 7.
The project looks kinda dormant: last development news is from 2 years ago. But it's opensource.
So I think ActionScript is already built into it.
I confirm all of that, except the version 7 thing, it's quite buggy even with version5 files, therefore there will be a lot of work to get it up to v8 as I already said above
futnuh wrote:Any thoughts on how cpu-intensive this is? Looking at the awesome demo video, the fps hovers around 17 ...
Really depends on how many and how complicated flash movies you are playing. For the videos fps ---> fraps (my video capturing tool) locks the fps to ~30 during capturing. Currently I develop another demo whichs is a bit more demo than tech demo and I use currently 1 swf movie and it runs 200-300 fps. For the 3 movies parallel from above I still get 100-150 fps. I'm on a P4 2.6Ghz, 512mb ram, ATI radeon 9600m --> notebook, not really a high end machine as you see, so it's not really a big performance eater
[edit]: tested it on my old AMD thunderbird 1300+, 256mb ram, GeForce TI4200 and I get quite the same framerates, for the buttons.swf from above ~250 fps.