pyamf is pretty sweet for Flash remoting with Pythonic server side, but now we have two nicely done and integrated remoting kits for python on the server side.
amfast is a new remoting library that looks to be as sweet as pyamf (where sweet == fast and useful). I am checking out amfast now but the speed boost alone might be worth it. For instance, working with real-time games, when you need static content you need to grab that quickly sometimes via a content service. The faster that link the better. It also has Twisted integration which is great for networking and SQLAlchemy integration which is in my opinion the best ORM for python (pyamf has twisted, django, pylons, sqlalchemy as well)
amfast is well documented and has some great examples. If you have the Python addiction, check it.
Description
AmFast is a Flash remoting framework for Python.
AmFast can use AMF to communicate between Python and Flash, Flex, and any other system that supports AMF.
AMF is a binary object serialization protocol used by Actionscript based applications.
Server Features
Support for NetConnection and RemoteObject RPC.
Support for Producer/Consumer ‘push’ messaging with HTTP polling, HTTP long-polling, and real-time HTTP streaming channels.
Support for authentication with NetConnection and RemoteObject.
Flexible Target mapping system to map message destinations to invokable Target objects.
Support for ChannelSets with multiple Channels to expose resources in different ways.
Support for configurable Endpoints. Use AmFast’s built-in AMF encoder/decoder C-extension, or use an external AMF encoder/decoder, such as PyAmf for a pure-Python implementation.
AMF Encoder/Decoder Features
AMF0/AMF3 encoder/decoder written in C as a Python extension for speed.
More than 10x faster than the PyAmf encoder/decoder (even when using PyAmf’s optional C-extension).
Map custom classes with ClassDef objects for complete control over serialization/de-serialization.
Full support for IExternalizable objects.
Data persistence with SqlAlchemy including remotely-loadable lazy-loaded attributes.
Actionscript code generation from ClassDef objects.
Augmented Reality and the base of the original ARToolkit has taken the flash world by storm with the FLARToolkit and really the speed updates of the AVM2 in Flash9 and Flash10 to be able to pull off the OpenCV calculations needed on the bitmap data from each frame of a camera. It has been around quite some time but now web based engines such as Flash and now Processing can take advantage of this awesome technology.
Den Ivanov did some cool experiments with this kit but adding the capability to do multiple markers. In his videos the processing runtime seems to process the render pretty quickly. It seems that most Flash AR is around like 5-10 frames per second for the detection.
I updated to iPhone SDK 3 beta 4 and iPhone OS 3 beta 4 and the latest Unity iPhone and things were much better in perception of speed at least in early testing. Not sure if it was more from one or the other but the games I am testing/building so far are quicker and the OS feels faster overall.
This build fixes many issues and makes some great optimizations for speed as listed here:
New Features and Improvements
Reduced memory footprint for uncompressed audio by 50%
“Memory usage for textures reduced by 50%. Texture memory is now freed once it has been submitted to OpenGLES on the device. The “Enable Get/SetPixels” flag in the Texture Import Settings lets you disable this feature on a per texture basis in order to access the texture data from a script using GetPixel etc.
Improved iPhone script call optimization
Removed unused parts of Mono runtime
Reduced memory overhead while reading data from disk and slightly improved load times.
Support for several predefined splash-screens (portrait/landscape) for Indie version. Just rename one of the splash-screens in the output directory to Default.png
Exported audio session activation/deactivation functions to AppController.mm
Added Scripting Reference code examples for iPhone specific APIs
Bug Fixes
Fixed audio to play correctly after phone call / text message / alarm interruption occurs
Fixed compressed audio occasionally refusing to play
Fixed AudioSource.PlayOneShot to work correctly with compressed audio
Fixed audio to respect Mute switch and background iPod music
Fixed Pause function and time property for compressed audio clips
Fixed OpenAL memory leak
Fixed PhysX memory leaks
Fixed Audio and Animation assets leaking while loading new scene
Fixed a crash related to playing compressed audio in a sequence
Fixed memory leak while updating Mesh geometry data
Fixed several small memory leaks in rendering module
Fixed asynchronous .NET sockets
Fixed .NET threads
Fixed cross thread boundary calling to the delegates
The state of open source flash players is pretty lagging, I wonder if Adobe would ever help that along i.e. Microsoft with Moonlight. do it! 2 days ago
Uh oh IE9, #html5 within, will they bring html5 to market being the last browser? Will they mess it up? How long will it take to be 90+%? 2 days ago
RT @waxpraxis: Love the term "incidental complexity" - complexity not inherent to a problem, but from the way the solution is derived. 3 days ago
boo! iMac having hard drive issues only 2 weeks after upgrading to snow leopard, hopefully DiskWarrior can save it. pi day has been tainted. 4 days ago
Alice in Wonderland was pretty good, great visuals, pretty decent dose of Burton. 6 days ago
OpenGL 4.0 released, in a couple years we will have opengl 4 enabled cards w tessellation... http://bit.ly/cggF3f - puts it on par with DX11 1 week ago