ogreSwf/vektrix

A place to show off your latest screenshots and for people to comment on them. Only start a new thread here if you have some nice images to show off!
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sinbad
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Post by sinbad »

Looks really nice :) You're welcome to a spot in the ogreaddons area, just email me your Sourceforge account details.
Imperil

Post by Imperil »

hmoraldo wrote:Why not SVG instead?
It seems like you don't understand the reason for building this at all?

The reason for using Flash/SWF is for massive time savings and having professional tools that artists are already familiar with. Flash is a global standard and most designers have used it for something in the past, and the functionality isn't hard to pick up (I mean you couldn't ask for a better tool for building UIs). Flash is actually used in many commercial games because of this fact.
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dannomite
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Re: Really nice

Post by dannomite »

stoneCold wrote: 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? :wink:
I think the GNU Gnash flash player project is based on GameSWF, so perhaps what they're doing could be of use to OgreSWF.
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Post by jacmoe »

If it's GPL, then it's not of any use.
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Post by Jerky »

Wow! I saw this when you posted it and didnt really think anything of it until I decided to see the video today. This is awesome. That is some great work you have done there. I am glad to hear that it is not intensive. I, too, was worried when I saw the 17fps cap.

Keep up the great work.

So, to make sure I understand the significance of this, would this allow you to make your GUI completely without CEGUI? I saw what Falagard and Imperil said, but I just want to confirm, cause that is just awesome. Oh, and obviously it will take a while, but still, thats just awesome.

<edit>Awesome! (I had to throw that in there cause I didn't use the word enough ;) </edit>
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stoneCold
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Post by stoneCold »

@ all:
Hi again, I haven't answered your posts / comments rapidly, because this week my so called "Grundwehrdienst" (engl.) began, which is duty for every full age guy in austria (if you are not in a school or collage anymore, which was the case for me after my school finishing exams last week).
Therefore I will hardy have time to work on ogreSWF the next week(s), but later on, the military service will (hopely) become easier and maybe I'll have some time for programming, etc. stuff too :wink:

@ Imperil: thank you for pointing it out (SVG, etc.) exactly what I would've said :wink:

@ jacmoe+dannomite: but if such a programmer directly gives advises / proposals / ... to me or even helps with coding then there's no license to restrict this :) --> dannomite: I knew / know it and will see what I can do

@ Jerky: thx for the flowers, for the FPS thing, yeah if it runs so well on my old dusty pc (the AMD TB 1300) then it will run quite well on every (more or less new-age) PC.
I will definately try to keep up the work as good as possible during the above mentioned military service, but we'll see if it's possible for me to do so.
(btw, it's a distance of ~60km from my home to the military barracks, this is the big problem, maybe it will change in a few weeks as said, because I'll try to get shifted to somewhere nearer my home)

I will clean up my code as good as possible today / add the LGPL texts and put it in the cvs (will tell you more here when I've done so).

thx for the great responses, I hope ogreSWF will become another great addition to the even more great ogre :wink:

(military) greetings == saluteImage :lol:
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Imperil

Post by Imperil »

Unfortunately stonecold I checked with my boss and I'm not able to release any of our stuff or even work on an open source version from scratch until one year after the last time I worked on it. So I won't be able to help clean-up/optimize GameSWF for a few months :(
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stoneCold
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Post by stoneCold »

Imperil wrote:Unfortunately stonecold I checked with my boss and I'm not able to release any of our stuff or even work on an open source version from scratch until one year after the last time I worked on it. So I won't be able to help clean-up/optimize GameSWF for a few months :(
No problem, just contact me when *a few months* have passed :wink:
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Post by futnuh »

@stoneCold: What do you think about the fact that gameSWF's last release was over 2 years ago? The author himself describes the code as "pre-alpha". Shouldn't that scare the hell out anyone planning on using it in a mission critical application - like the GUI for the new dialysis machine I'm building ;-) Though judging from your movies, Thatcher's definition of pre-alpha is somewhat different from mine.
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Post by Imperil »

futnuh wrote:@stoneCold: What do you think about the fact that gameSWF's last release was over 2 years ago? The author himself describes the code as "pre-alpha". Shouldn't that scare the hell out anyone planning on using it in a mission critical application - like the GUI for the new dialysis machine I'm building ;-) Though judging from your movies, Thatcher's definition of pre-alpha is somewhat different from mine.
You should check the GameSWF SVN logs before stating that the code release is over 2 years old as it has been continually updated over time by a few different contributors. Currently the only thing that really needs work in it's current state is further ActionScript support.

Also I'm not sure if you noted but GameSWF has already been used in commercial products, many of which are not listed but some are.
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Assaf Raman
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The code

Post by Assaf Raman »

stonecold - can you release the code?
I am really waiting for it...
:)
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stoneCold
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Post by stoneCold »

Hi, it's weekend again and this is sadly the only time I have internet access :?
Assaf Raman: if you are really curious about the code you can get my WIP version here.
Be aware: this version is not cleaned up, uses the last stable version of gameswf (2+ years) and is as mentioned (WIP - work in progress).

The current version (which will be in the cvs) is currently under construction, I moved in the cvs version of gameswf, therefore I have to solve some little problems / still have to solve some futher.

I'll inform you when the cvs version is ready, in worst case I'll again just have time to work on it during the weekend.

greetings
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Post by madmark »

Thanks for the release, I was just thinking about starting on this.

One problem is that the project files are VC8 and I am mired in VC71...
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Post by neocryptek »

madmark wrote:Thanks for the release, I was just thinking about starting on this.

One problem is that the project files are VC8 and I am mired in VC71...
Just open up the sln and decrement the version number to 8.0 and in any vcproj bump the version number down to 7.1. Might want to double check the numbers [just open one of your VC7.1 sln/vcproj to compare] as it has been a while sinve I've used VC7.1...

Then they should load up in VC7.1 fine.
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invalid link

Post by twoflower »

The link "WIP" in your post is actually:

kmp2911045b0716.exe

instead of ogreSWF_0.1a.rar (i think this is the correct file, eh?)


<EDIT>
The link does not work correctly with Opera browser!
</EDIT>
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Post by zaitochi »

Hi stoneCold, I downloaded your project and compiled it, but the application crashes when try to run, may be that is because I didn't find some media files like swf_panel.mesh and swf_texture1. Where I can find them?

Thanks for help
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stoneCold
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Post by stoneCold »

Weekend again - home again :)

@zaitochi: simply replace these with a model (mesh) and a flash file (swf) of your choice :wink: (I think you mean panel.swf and not swf_texture1)

@all: today I'll drive to town and buy a mobile internet card, so I can continue the development on ogreswf / follow the community's everyday life :wink:

PS: I updated my WIP version of ogreSWF to work with the current CVS version of gameSWF, though there is a major bug in gameSWF which prevents me from finishing a nice demo I have been working of the last weeks. Today I'll upload this current version to the CVS to make it available for everyone (maybe someone could even trace down the bug :wink: )

greetings
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Post by M@rT1n »

I didn't look it up yet but may be usefull inteast of writing as interpreter
http://www.adobe.com/products/flashplayer_sdk/

PD: Awesome job
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Post by yuriythebest »

my first time on this thread. It's a great thing you are doing- I'm just learning ogre yet I come from a background of flash games and movies, which I'm still crazy about. Combining the two will rock. Cheers!

edit: Seen the video- this is the future I tell you!
Imperil

Post by Imperil »

M@rT1n wrote:I didn't look it up yet but may be usefull inteast of writing as interpreter
http://www.adobe.com/products/flashplayer_sdk/
Two reasons.

1.) The Flash SDK is for putting the actual flash player on an embedded device and not for adding flash to a software package.
2.) You would still need to write the flash player from scratch in order to have it render on the GPU.
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Post by M@rT1n »

I noticed about that after posting, anyway, i asked adobe for a trial, they never answer me...

Bye
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Post by JeDi »

Any news on this? We are especially interested in the "render to screen" feature, to be able to make fairly complex GUIs in flash.

On another note, is constructing and writing SWF files supported by gameswf? Cause I think someone mentioned it in this thread, but I can't find any references to that on the gameswf website. The sourceforge projects seems non-existent too...

Greetz,
JeDi
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stoneCold
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Post by stoneCold »

Currently gameSWF's CVS version is very unstable (I think it's nearly always unstable because it's not really maintained by an "admin dev"). Therefore there are a couple of bugs / errors in the code. One of these has stopped the development of ogreSWF too, it's a very major one and last week when I checked out the latest CVS the bug still was there. Sure it would be no problem, with a bit of time and research, to resolve the bug, but I have some other projects running too which need my attention. Therefore I haven't got much time to solve such massive bugs. If someone out there has the time & knowledge / dedication to do it, feel free to contact me per PM :wink:

If I come over the bug I will release the first stable version of ogreSWF with a demo (this is what I would've already done some weeks ago, if the bug hasn't been there)

greetings
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Post by JeDi »

Hi,

I did some searching for other free swf parsers, and here are some of the links that I came up with:

SWFSource: used to be one of the best available, but has gone commercial in a .NET module. The files on sourceforge may be usefull though.

SWFTools: Some usefull swf utilities, but also a library for swf generation.

Swfdec: An open source flash player, the parsing code could maybe be extracted?

GPL Flash Library: Another open source flash player.

Open Source Flash: An overview of opensource flash projects

Hope you get something out of it :)

Greetz,
JeDi
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yuriythebest
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Post by yuriythebest »

I'm interested- In the current release can variables already be passed from actionscript to c++ and back? In any case keep up working on this- it will be of great use. I hope to one day see this in the addons section.