xavier wrote:Which (reading between the lines here) implies you did similar to Scaleform and forked gameSwf and more or less went the same route that Scaleform did?
Not at all, I can tell you I didn't use a single bit of gameswf, since gameswf is mostly written in C and doesn't really conform with my coding style, I would never even have thought of doing so (I do breathe open source everyday and I do respect the licenses/copyright holders 99% of the time, since I'd like people to do the same with code that I release under an open license
)
Gameswf was just my starting point for the entire Flash+GPU topic, and it acted as a steppingstone not because I was able to use it very nicely, but because I was so disappointed by it's implementation (of course it's an awesome amount of work that has been done for gameswf, but it was/is just too C-ish, black-boxed, non-customizable, non-extendable and of course not entirely designed to be embedded/wrapped with C++/OO Languages).
xavier wrote:One of the nice things about the Hikari/FantastiqUI route is that you can support whatever version of ActionScript the current Flash player supports -- do you have full AS3.0 support?
The last days/weeks I've heavily investigated the tamarin source code, since there's very little to no documentation for it available (mostly one or two usefull code snippets at the mailing lists and that's about it).
But I've grasped most of the important things on how the AVM2/Tamarin work under the hood, and have written a nice/simple/thin wrapper arround it, which makes using Tamarin plain fun instead of hours and hours of trying to figure things out on your own
Of course, I wrote this wrapper mostly for the use in my flash/vector graphics rendering library (which I finally named vektrix, btw). With the help of Tamarin it should be able to fully support AS3.0, of course for it to work, all underlying ActionScript classes + the binding to C++ have to be written by someone, since Adobe didn't release these pieces, understandably.
xavier wrote:And of course, will it be open-source or just free?
After weighting the pros and cons and after reading some of sinbad's thoughts about open source licensing, I've decided to release it all as open source/free.
For now, I want to release the code under the LGPL, since releasing it under a more permissive license, like the MIT License would endanger it to be ripped of by any company, just like gameswf was by scaleform.
There is still a lot of work to do to make the whole thing feature complete, but the substantial bits are already there. For example the above named job of writing AS3 and C++ classes is quite some work, which I'd happily give to someone else
(a commercial company would hardly have any problems to add those missing things, that's quite about the reason I chose LGPL over a more permissive license, but that could change once the project is mature enough, just like it happend with ogre)
Currently I'm more or less just waiting for sourceforge to rename the project from "vectrix" to "vektrix" (because I'd like to stay away from legal issues, since "vectrix" happend to be a registered trademark in the US
), after that I'll be releasing everything asap.
(unluckily, sourceforge is already overdue, since it's promised that the name change will happen within 48h, but nothing has happened yet after one week, I'll drop them a mail today).
Well, that's about the current status, if anyone's got questions just ask here for now.
Once the code is up at sourceforge, I'm gonna create a special forum on my website.