Posts Tagged ‘source’

Saturday, August 21st, 2010

Here’s a look at another interesting flash player implementation by Joa Ebert using Java with OpenGL rendering support. It is at an early stage but has the right idea in hardware rendering to OpenGL which is easily cross platform and mobile capable with speed.


This project is pretty new but there is work to make it web browser capable either in a java applet or a plugin for IE/FF/WebKit/etc but there are also others that are out there using alternative renderers. Most of these are in early development with varying support and do not currently compare to Adobe’s Flash Player versions.  However the hardware rendering ones like JITB may beat it fairly quickly once all the other features are added.  Complete OpenGL based renderers like Unity or WebGL are fast and can run pretty heavy rendering because of hardware acceleration for all drawing and native support.

Other Flash Player implementations:

  • Lightspark
    • AS3 script via LLVM
    • Written in C++ (very portable for native)
    • OpenGL accelerated rendering
  • Smokescreen
    • runs in Javascript/Canvas/html5
    • limited support
  • Swfdec
    • Firefox plugin
    • Early development
  • Gnash
    • flash 7-9 support

Flash Players that use OpenGL as the renderer are nice because cross platform support is easier.  The reason why OpenGL is a great idea is it is so cross platform on desktop and on mobile, it is also coming soon in WebGL for the browser hopefully.

Versions of OpenGL and support

  • OpenGL ES
    • OpenGL ES 1.1 = OpenGL 1.5 and lower (fixed function)
      • Android
      • iOS devices 3rd gen and lessx
    • OpenGL ES 2.0 = OpenGL 2+ (current version 4.1 – shader capable).
      • iPhone (3GS or later), iPod Touch (3rd generation and later) and iPad
      • Android 2.2+
      • WebGL
  • OpenGL
    • Windows
    • OSX
    • Linux

There is still a clear open field for an open source player to match something like Moonlight for Silverlight or hardware rendered canvas. WebGL would be great to have in time if it gets support but it is also nice to have a compiled language in the content that works in the player faster than scripting but with the ease of scripting. Plugins are still very relevant if they can address that.


Sunday, July 25th, 2010

Alessandro Pignotti’s project looks to be the start of something good to come. Lightspark Open Source Flash Player [github]has some really nice features that should influence the Flash Player and maybe even draw some interest from Adobe?  Maybe it can be like the Moonlight player for Silverlight only broader.

One such awesome feature is OpenGL GLSL hardware rendered shaders for elements of flash. Flash has Pixel Bender which is pretty nice but having GLSL shaders and the use of OpenGL directly is great.

Features

  • JIT compilation of ActionScript to native x86 bytecode using LLVM
  • Hardware accelerated rendering using OpenGL Shaders (GLSL)
  • Very good and robust support for current-generation ActionScript 3
  • A new, clean, codebase exploiting multithreading and optimized for modern hardware. Designed from scratch after the official Flash documentation was released.
Saturday, October 4th, 2008

Photobucket

Nicolas Cannasse has released haXe 2.01 that now has flash 10 support with a simple switch including the new Vector class.

Another very good news is that haXe has now complete support for Flash 10.
You only have to use -swf-version 10 as commandline parameter to be able to access the new Flash10 APIs (don’t forget to install first the FP10 from labs.adobe.com).

I think it is very possible for haXe to catch on big time, but it takes time as stated. Just remember that Python was worked on almost solely by Guido van Rossum for about 5-years, and then 10-years later it was picked up by Google heavily and the rest is history.  I think it takes 10 years for anything to really catch on from standards to languages.

code_swarm – Python from Michael Ogawa on Vimeo.