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[00:13:07] <singmajesty> Hey, anyone around?
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[06:24:46] <aszlig> good morning
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[13:08:33] <aszlig> https://gist.github.com/900dd40f0be51bd44c8c
[13:09:00] <aszlig> does that basically mean that NME is required to build with an already compiled NME?
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[13:10:37] <aszlig> or am i lost in the wrong place, is neko run.n rebuild the right way to do it?
[13:12:11] <aszlig> there are quite a lot of things to patch ahead, so i just want to know if i'm on the right track or completely doing it wrong?
[13:12:59] <aszlig> "right way to do it" - as in "building nme.ndll"
[13:16:52] <aszlig> funny thing is if i patchelf the stock nme.ndll - it works, but i guess that's not the way how you do release builds, am i right?
[13:18:32] <aszlig> hm, well... by reading the chanlogs, i presume this channel is somewhat dead X-/
[13:27:33] <ashes999> Yep, it's a goner.
[13:27:46] <aszlig> ah =)
[13:27:55] <aszlig> i'll repost in #haxe then
[13:28:09] <ashes999> prepare to be lynched, then. ;/
[13:28:30] <aszlig> damn
[13:29:00] <ashes999> I looked at your gist, and I don't know the answer, sorry.
[13:29:06] <ashes999> did you try the haxe google group?
[13:29:07] <aszlig> well then maybe someone will read the chanlogs someday
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[13:29:32] <ashes999> Hugh patrols it, so you may get a decent answer. And that other guy.
[13:29:41] <ashes999> Joshua*
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[13:29:51] <aszlig> ashes999: ah, thanks
[13:30:11] <ashes999> aszlig: sorry I couldn't help more. You can ask in #haxe, but they will probably lynch you.
[13:30:41] <aszlig> well, i'm packaging haxe and all haxelib libraries for nixos, and so far only nme is a major headache
[13:33:40] <ashes999> aszlig: see #haxe for political hurly-burly, that's always what it comes down to -- "We don't support NME in #haxe."
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[14:14:40] <mi6x3m> there
[14:14:45] <ousado> heh
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[14:21:50] <aszlig> mi6x3m: so, any idea? :-)
[14:22:12] <mi6x3m> aszlig: paste me the problem I just joined
[14:23:01] <aszlig> mi6x3m: http://echelog.com/?nme
[14:31:46] <mi6x3m> aszlig: okay this is a rather technical question
[14:31:48] <mi6x3m> let me think a bit
[14:32:05] <mi6x3m> you basically ask if you need NME to build NME?
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[14:57:09] <aszlig> mi6x3m: i'm asking if i'd need the nme ndll to build nme.ndll... but after digging in some more i think i found the way how to build it
[14:57:17] <aszlig> well, not exactly, but at least a hint
[14:57:33] <aszlig> project/Build.xml
[14:58:06] <aszlig> i guess this is for hxcpp, so i'm going to give it a try
[14:59:26] <mi6x3m> aszlig: well, the answer is clearly no
[14:59:39] <mi6x3m> there is not a circular dependency
[14:59:42] <justinfront_> mi6x3m so your the new mod for the NME channel :) Aszlig why do you need to build NME
[15:00:01] <mi6x3m> justinfront_: I am not an official mod but I do know some stuff :D
[15:00:06] <mi6x3m> he wants to support a new platform
[15:00:57] <justinfront_> Nice Joshua is often on late at night?
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[15:04:43] <justinfront_> With nme I think you have to compile sdlstatics and put it where hxcpp and nme can find it ( in the directory next to them ). First step is to get hxcpp compiling and also neko compliing then move onto NME itself, there is normally some stuff in a tool folder your run and you probably have to install some dependancies but I normally fail at compliling NME.
[15:06:04] <aszlig> justinfront_: because i'm packaging the whole haxelib for nixos
[15:07:27] <aszlig> and nixos is somewhat special, as dependencies are resolved in a purely functional way and in sha256sums rather than SO versions
[15:08:16] <Simn> To me compiling NME on that sounds like the kind of thing people make Chuck Norris jokes about. ;)
[15:11:28] <aszlig> Simn: in what sense?
[15:12:08] <Simn> In that it seems pretty hard to get right.
[15:12:36] <Simn> "Chuck Norris compiles NME for nixos"
[15:14:51] <justinfront_> It's really alot the problem of hxcpp header hell platform header hell and over engineer workflow tools? If you put as much of it as you can in one single huge repository then maybe it would be better.
[15:15:20] <aszlig> well, it's not unsolvable at least =) it works if i patch the rpaths of the .so files, but that's rather ugly
[15:16:06] <aszlig> justinfront_: ah, regarding sdl_static, why is it needed to be statically compiled?
[15:17:42] <justinfront_> I need to always compile sdl_static if i want cpp on my leopard so it may need rebuilding depending on system.
[15:19:10] <justinfront_> but largely gave up with creating NME on leopard, it was just not properly supported in the setups.
[15:20:07] <justinfront_> One of the main reasons I bought a PC over a Mac was because NME works best out of the box on PC and I wanted to do mobile more.
[15:20:59] <aszlig> hm, i guess the main problem with linking SDL statically is the LGPL
[15:22:27] <aszlig> this is basically a license validation and could get those in trouble who're not aware of that
[15:22:47] <aszlig> so i'm trying to dynamically link it
[15:23:43] <aszlig> (yeah, it's grammar mess up time X-D)
[15:27:34] <justinfront_> mi6x3m have you looked at the season stuff....https://github.com/Randonee/Basis/tree/master/extension/basis/src/com/season/basis
[15:30:02] <justinfront_> In terms of blackberry I am wondering how NME works does it use Blackberry's android aspects because blackberry are runnnig a promotion system that excludes anything targeting blackberry via android aspect.
[15:30:26] <justinfront_> and it requires you use native aspects.
[16:07:42] <aszlig> well, turns out that building hxcpp from source is much more difficult...
[16:08:48] <aszlig> justinfront_: aren't you doing releases as well?
[16:09:22] <aszlig> i mean you must surely know what you do in order to prepare the haxelib release, right?
[16:09:46] <justinfront_> Releases I was compiling haxe on leopard but not much more
[16:10:01] <justinfront_> and I have divtastic haxelib
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[16:11:44] <aszlig> well, getting run.n to compile worked out fine
[16:12:46] <justinfront_> you should do this stuff on a clean build of linux to be sure of dependancy
[16:12:50] <aszlig> but the glue libraries in bin/ - well, it turns out that i have to "somehow" use neko run.n runtime/BuildLibs.xml
[16:13:23] <aszlig> well, all builds in nixos are chrooted and completely separated from all dependencies not explicitely stated
[16:13:34] <aszlig> so it is clean :-)
[16:13:35] <justinfront_> you can just run haxe BulidLibs.xml ?
[16:13:51] <aszlig> really?
[16:13:59] <justinfront_> not sure try it
[16:13:59] <aszlig> *trying*
[16:15:08] <aszlig> nah, it's trying to parse it as a .hx file
[16:15:40] <aszlig> well neko run.n runtime/BuildLibs.xml works to some degree
[16:16:03] <justinfront_> you tried sudo neko....
[16:16:04] <aszlig> but it needs a .hxcpp-config.xml
[16:16:27] <justinfront_> sorry which repository are you working with nme?
[16:16:50] <aszlig> nah, it's hxcpp at the moment
[16:16:59] <aszlig> svn trunk
[16:19:16] <justinfront_> http://gamehaxe.com/2011/04/05/nme-from-scratch/
[16:19:47] <justinfront_> maybe not that link but there will be stuff on gamehaxe
[16:20:38] <aszlig> yah, have found that already, but nothing on hxcpp specifically
[16:21:42] <justinfront_> Did you look in the tools folder?
[16:24:12] <justinfront_> haxelib run hxcpp *.xml -Ddebug
[16:24:52] <aszlig> https://gist.github.com/900dd40f0be51bd44c8c <- that's what it looks like at the moment
[16:26:12] <justinfront_> that file is here .... http://code.google.com/p/hxcpp/source/browse/#svn%2Ftrunk%2Fbuild-tool
[16:26:49] <aszlig> yep, i know, but shouldn't it be found by the builder itself?
[16:26:52] <aszlig> <depend name="${HXCPP}/build-tool/${toolchain}-toolchain.xml"/>
[16:27:07] <aszlig> that suggests that it is honoring $HXCPP
[16:27:29] <aszlig> but on the other hand it seems that it doesn't even follow that path
[16:27:56] <justinfront_> paths maybe messed up Simm is on haxe irc at moment he may know.
[16:29:21] <justinfront_> by the way anything you find out please keep a doc of even just rough one. I often have textmate open so I can keep notes.
[16:29:21] <aszlig> ah, is he the one who has written it?
[16:29:37] <justinfront_> No he does the haxe compiler with Nicolas
[16:30:16] <justinfront_> but he should know.... you can ask hxcpp questions on haxe channel it's not nme :) !
[16:30:18] <aszlig> well, i'm building this as a derivation, so the derivation will serve as some kind of documentation
[16:30:25] <aszlig> :-)
[16:30:57] <justinfront_> ousado will probably know just don't mention NME!! :)
[16:32:14] <justinfront_> I should know I just have not messed with this stuff for awhile I really only like maths and pictures not this commandline crap.
[16:33:05] <justinfront_> did you try cd to the folder?
[16:33:38] <aszlig> yep
[16:33:42] <justinfront_> I tried to doc this once probably other times as well!! http://haxe.org/doc/nmeonleopard
[16:33:56] <aszlig> but in any constellation another file is missing
[16:34:10] <justinfront_> dont think there is anything useful in there
[16:35:04] <aszlig> hm, well...
[16:35:38] <aszlig> i've seen that when running with haxelib, run.n behaves differently when it comes to the HXCPP variable
[16:35:52] <aszlig> so i guess i'll give it a try faking haxelib dev
[16:36:26] <justinfront_> I would forget the dev stuff i never use that anymore.
[16:36:57] <justinfront_> just put the stuff in the haxelib and adjust the version info to point to it.
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[16:37:24] <justinfront_> ( the .current folder )
[16:38:07] <aszlig> yep, i know, but don't need it, as i patched haxelib for that purpose already
[16:38:39] <justinfront_> Hi Joshua aszlig is trying to compile NME from scratch on Linux and is getting stuck with hxcpp can you help?
[16:39:08] <justinfront_> https://gist.github.com/900dd40f0be51bd44c8c
[16:40:23] <mi6x3m> justinfront_: what in the name of the Lord are you doing
[16:40:33] <mi6x3m> there is a simple script you can use to rebuild nme
[16:40:37] <mi6x3m> in the tools directory i think
[16:40:56] <justinfront_> Not me that is aszlig
[16:41:28] <justinfront_> but he wants to do all the bits from scratch so sdl_static
[16:41:41] <aszlig> justinfront_: okay, with all the HXCPP-stuff set, it works when cwd is within build-tools
[16:41:48] <justinfront_> I don't do command lines these days... I bought a pc instead!
[16:43:22] <aszlig> but well, now there are other path issues showing up...
[16:44:51] <aszlig> who is "gamehaxe" btw?
[16:45:14] <justinfront_> that's Hugh ( huge ) downunder
[16:45:39] <justinfront_> i mean in Australia
[16:46:43] <aszlig> i mean when you do releases do you try hard to not touch any of the glue code to avoid recompiling from scratch?
[16:48:07] <aszlig> because now it abviously doesn't find ./libs... to no surprise, because cwd is now actually set to $(pwd)/build-tool
[16:49:05] <justinfront_> I only build haxe not hxcpp
[16:49:23] <aszlig> well, then i'm going to patch
[16:50:44] <justinfront_> aszlig when I am doing stuff like this I normally start moving files round so they can be found installing default versions first and any trick I can, sorry I can't be more help
[16:50:46] <aszlig> this seems to be the culprit actually: http://code.google.com/p/hxcpp/source/browse/trunk/build-tool/BuildCommon.xml#41
[16:52:02] <justinfront_> Header issues... <depend name="${HXCPP}/include/hxcpp.h"/> ? Move the include folder till it can be found!
[16:54:26] <justinfront_> honestly if hxcpp and static_sdl was part of haxe repository NME would be better to rebuild.
[17:00:00] <aszlig> sed -ri -e 's|(<include name=")((\$.toolchain})?[a-z.-]+")|\1${HXCPP}/build-tool/\2|' build-tool/*.xml
[17:00:05] <aszlig> ... seems to fix it
[17:00:55] <aszlig> at least it actually compiles, though with errors
[17:02:05] <justinfront_> which version of linux are you on? I have mint installed somewhere.
[17:02:10] <aszlig> lemme send you a patch
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[17:02:37] <aszlig> 3.6.0 from master
[17:02:56] <aszlig> but i guess you mean distribution, right?
[17:02:59] <justinfront_> ousado is very good at this stuff
[17:03:03] <aszlig> it's NixOS
[17:04:59] <justinfront_> What is the advantage of NixOS is it easy to setup with virtualbox?
[17:05:23] <aszlig> justinfront_: it is easy to set up with virtualbox, but you don't need to
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[17:05:42] <aszlig> it runs on most major distros and even on windows and mac os x
[17:06:28] <aszlig> ... if you remove the "os" of course
[17:06:45] <aszlig> it's basically an os around a package manager
[17:07:50] <aszlig> if you want to look at a different approach about how package managers or build systems are structured, it could be worth to try
[17:08:40] <aszlig> but if you're not into tinkering with your system, you better want to stay away from it :-)
[17:12:35] <aszlig> justinfront_: https://redmoonstudios.org/~aszlig/hxcpp_absolute_build_paths.patch <- here's the patch
[17:12:36] <justinfront_> Actually I need to get down and code. I have a simple triangle lattice type game I want to try making.
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[17:14:10] <justinfront_> So you just amended paths... should you put a bug report in with this attached for Hugh to look at?
[17:15:27] <aszlig> okay...
[17:16:45] <justinfront_> Interested in how you get on with setting up NME, if you get anywhere I would be interested to know if it can be used on leopard often linux stuff can... well sometimes.
[17:21:36] <aszlig> justinfront_: done
[17:26:07] <singmajesty> Hi evryone
[17:26:10] <singmajesty> everyoe
[17:26:13] <singmajesty> everyone
[17:26:15] <singmajesty> :S
[17:26:47] <singmajesty> Still need help with anything?
[17:32:52] <singmajesty> So... working on the new NME project file format
[17:33:05] <singmajesty> As funny as it sounds, I think I'm going to compile the project as a Neko application and run it
[17:33:08] <singmajesty> Instead of using a macro
[17:33:31] <singmajesty> "You like Haxe? I'll use Haxe to build your Haxe to compile your Haxe to make your Haxe application"
[17:33:37] <singmajesty> yo
[17:38:36] <Simn> Why not use a macro?
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[17:45:11] <singmajesty> I'd like to allow access to native methods
[17:45:22] <singmajesty> If I use a Macro, you can use Haxe code to create a project file, which is cool
[17:45:33] <singmajesty> But if I compile to Neko and run, you can do things that require CFFI
[17:45:46] <singmajesty> Like, create a Bitmap on the fly and add it as an asset
[17:45:59] <singmajesty> Or play sounds when your build is completed, just for kicks
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[17:52:31] <ue> hello all, can anyone help with integrating facebook into an nme / ios app? I found no documentation on the subject.
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[17:53:50] <singmajesty> Yep
[17:53:57] <singmajesty> I think a few people have done it before
[17:54:06] <singmajesty> I don't know all the specifics about Facebook's APIs, particularly
[17:54:17] <singmajesty> But it should fit under the basic umbrella of a native extension
[17:54:24] <singmajesty> Have you seen anything about NME native extensions yet?
[17:55:07] <singmajesty> Here are a couple links that might help:
[17:55:09] <singmajesty> http://t.co/001M9GaI
[17:55:18] <singmajesty> http://t.co/ZhDVZais
[17:55:31] <ue> very little, really only http://www.joshuagranick.com/blog/2012/03/20/how-to-create-an-nme-extension/
[17:55:40] <ue> thanks for the links, will check now
[17:57:28] <ue> so do i need to generae a haxe class that calls the relevant native functions? or can i simply reference them in my original code without the need for another hx class?
[17:58:34] <singmajesty> yes and no
[17:58:43] <singmajesty> The "Lib.load" calls could be anywhere
[17:58:53] <singmajesty> But, the best is to wrap up the functionality in one little package
[17:59:06] <singmajesty> So you call "Facebook." and have everything there, or something like that
[17:59:16] <singmajesty> So it can be bundled as a single include, or a single haxelib
[17:59:47] <ue> yes. this means i have to create a haxe methos for every public ios method. bummer.
[18:06:38] <singmajesty> I was trying to make a tool to help automate the process, but its tricky
[18:06:45] <singmajesty> Since types in C/C++/Objective-C are so specific
[18:06:58] <singmajesty> I feel like a couple people have made Facebook extensions, though
[18:07:04] <singmajesty> Weird that no one has shared one :/
[18:12:50] <singmajesty> Here is my draft "new project file format" spec:
[18:12:51] <singmajesty> https://gist.github.com/3866623
[18:12:58] <singmajesty> Any feedback would be great
[18:16:42] <ue> thanks
[18:20:46] <ue> overall, it seems that nme misses html integration
[18:21:17] <singmajesty> A WebView?
[18:22:47] <ue> right. i saw a project about this, but could not compile for some reason
[18:27:32] <singmajesty> Unfortunately, some of the native extension projects don't come with the binaries compiled, or use "include.nmml" files
[18:27:36] <singmajesty> Which would all make things simpler
[18:27:57] <singmajesty> I don't believe in "some assembly required" :)
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[18:39:33] <justinfront_> Why does it extend project base?
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[18:45:43] <singmajesty> There's going to be some kind of ProjectBase class, that creates the defaults and forms the framework for individual project files
[18:45:54] <singmajesty> Then you would extend it and modify or add anything you need for your project
[18:45:56] <justinfront_> var myProject = new NMEproject(); myProject.title = "Test NME"; myProject.main = "Main"; myProject.lib.add( nme ); myProject.assets.add( 'ladder.jpg') myProject.assetsFolder.add( 'assets/swfs/' ); myProject.fps = 30; myProject.iPhone.width = '100';
[18:46:15] <singmajesty> Hmm, I guess that's an idea
[18:46:29] <singmajesty> And then return it at the end of the method?
[18:46:31] <justinfront_> I don't think inheritance is useful because I may want several projects
[18:46:48] <singmajesty> That might solve the "include" problem
[18:47:32] <justinfront_> for instance with blackberry I may want my jigsaw to have a webcam version that works with js but then uses c++ for a non webcam version.
[18:48:19] <singmajesty> Well even if there was inheritance, that could be solved
[18:48:26] <singmajesty> if (target == Target.HTML5) ...
[18:48:29] <singmajesty> so on
[18:48:31] <justinfront_> the inheritance often feels like stuff is hidden, it is much nicer to have a class that your can manipullate and does not assume use
[18:49:02] <singmajesty> There probably will have to be some kind of base class
[18:49:12] <singmajesty> because the result is going to be serialized
[18:49:28] <singmajesty> The NME tools need to have some basic end points into the file
[18:49:40] <singmajesty> Better to have them already defined than to have to memorize their names and formats
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[18:50:18] <aszlig> so, finally even NME is building now...
[18:50:23] <justinfront_> well you could have var project = new NMEProject(); // do some settings... // var iphoneTarget = project.clone(); iphoneTarget.width = 100;
[18:50:30] <aszlig> thanks for help everyone
[18:50:54] <aszlig> going to sleep now and will commit + push when awake again
[18:51:01] <justinfront_> and you can have iPhoneProject extend NMEProject
[18:51:12] <justinfront_> no worries aszlig
[18:51:44] <aszlig> n8
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[18:52:48] <justinfront_> my main worry with changes is will this need changes in flashdevelp. It is great for editors like textmate because it should just work but not for editors that are already trying to fit
[18:54:03] <justinfront_> I really feel this is bad.... class Project extends ProjectBase {
[18:54:50] <justinfront_> Just go with composite it's much more flexible.
[18:55:53] <singmajesty> I kind of understand what you are saying, but I'm also confused why these need to be treated as separate projects
[18:55:56] <singmajesty> It's one project
[18:56:05] <singmajesty> Though you might have separate settings for different targets
[18:56:09] <singmajesty> So write conditional code
[18:56:25] <singmajesty> if (target == Target.IOS) { dependency.push ("GameKit.framework"); }
[18:56:55] <justinfront_> well the code can be used for setting up a website as well so not just for nme
[18:57:54] <justinfront_> have iPhone extend nmeProject
[18:59:53] <justinfront_> then you can have var project = new NmeProject(); var iphone = new IPhone( project.settings() ); var android = new Andoid( project.settings() );
[19:01:23] <justinfront_> I don't know just important to think in terms of it being nice to have a tool to work with haxe compiler as well as just nme, so I can use js on win8 and nme on android.
[19:01:33] <singmajesty> Right, I understand
[19:01:39] <singmajesty> NME does support Cordova and AIR
[19:01:49] <singmajesty> I agree that having a generic build process is helpful :)
[19:02:33] <justinfront_> it could be used to help with hxcpp build for instance!
[19:05:20] <justinfront_> HaxeCompiler.addNext( iPhone );HaxeCompiler.addNext( Android ); just think aloud.
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[19:08:50] <singmajesty> not a bad idea
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[21:17:43] <filt3rek|2> hi all !
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[21:18:06] <filt3rek> singmajesty: hi , are you here ?
[21:18:17] <singmajesty> Yep
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[21:19:45] <filt3rek> I haven't retried since about 2 weeks but I had troubles with nested assets node in the nmml. Do you know something about that ?
[21:19:59] <filt3rek> (from svn version)
[21:21:04] <singmajesty> It should work
[21:21:11] <singmajesty> But the nested nodes should adopt the parent folder
[21:21:27] <singmajesty> So <assets path="../Assets"><assets path="images" /></assets>
[21:21:29] <singmajesty> Something like that
[21:21:40] <singmajesty> (Though I'm in process of creating a new project file spec...)
[21:22:29] <filt3rek> yes I've done it that way but it didn't work..anyway if you're about rework that ... will it be a big rework ?
[21:28:18] <singmajesty> Yes and no
[21:28:24] <singmajesty> The idea is to make projects use Haxe instead of XML
[21:28:31] <singmajesty> But I'm trying to build an NMML parser on top of it
[21:28:37] <singmajesty> So ideally, NMML is going to work the same as awlays
[21:28:39] <singmajesty> always
[21:28:50] <singmajesty> But otherwise, you'll be able to do assets more like this:
[21:28:58] <singmajesty> assets.push (new Asset ("image.png"));
[21:29:07] <singmajesty> And some helpers to import directories
[21:29:21] <singmajesty> Something like:
[21:29:30] <singmajesty> includeAssets ("Assets/images", "images");
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[21:47:38] <filt3rek> ah ok I think that I see, it will be great :)
[21:48:22] <filt3rek> something maybe more based on macros ?
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[22:11:43] <singmajesty> sorry for the delay
[22:11:47] <singmajesty> Originally I started with Macros
[22:11:58] <singmajesty> But crazy as it sounds, I think compiling to Neko and running as an application would be better
[22:12:06] <singmajesty> Its still really fast, but allows access to CFFI methods
[22:12:18] <singmajesty> So you can create bitmaps, process sounds, load and pre-render SWF objects, etc.
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[22:17:54] <filt3rek> ah ok, sounds great !
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   October 10, 2012  
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