Thanks for your prompt reply. > Hi Brent,
> > - It looks like I can embed the Neko VM into my C++ application. Is > > this true? And if I do, can I communicate between my Neko code and my > > C++ application? Also, is the Neko VM as fast or faster than the Flash VM? > Yes, this is true. You can embed the VM in any C/C++ application and > provide additional API for Neko by writting them in C/C++. See : > for embedding : http://nekovm.org/doc/vm#embedding_the_vm > for extending/communicating : http://nekovm.org/doc/ffi I will look further into these documents. > Performances are 20x faster than current AS/AS2 Flash VM. That doesn't surprise me. I've been programming for about 15 years. Every now and then you look at some code and all you can do is shake your head and say "Wow. Just wow." The Flash VM made me do this. > > - Can I load a swf file that only contains MovieClips using Neko, or by > > combining it with haXe? And if I can load the swf, can I attach those > > MovieClips and use one of the fore mentioned languages to control the > > MovieClips and manipulate their properties? > Neko is not in any way tied with Flash. > The only thing is that the haXe language can be run on the NekoVM and > can also be compiled to SWF, but that's two different runtime with two > different APIs that can communicate together using classical ways > (XMLSocket, LocalConnection...). For instance you could write a Server > in Neko or haXe/Neko, and a Client in ActionScript or haXe/Flash and > connect a socket on localhost to communicate between FlashVM and NekoVM. > haXe provides such facilities (called Remoting). > So you can't "load" or "manipulate" a MC from Neko. At least not directly. Well it does sound like I have some options. I didn't see in the Neko specs where the NekoVM supports sockets. I noticed that the haXE API supports a class neko.Socket. Do you have any simple examples that demonstrate this functionality? > Now I don't know what can be done with the Flash Player SDK but if it > allow you to attach/load/manipulate Movieclips from a C++ application, > that means that by writing the corresponding Neko API wrappers, you > could do that as well from Neko. The SDK doesn't allow you to directly manipulate MovieClips. You can Register static C++ functions that ActionScript can call. It also has a mechanism that allows C++ to call ActionScript functions. With either method, you need to marshal the data so both sides understand what is being sent across. > Nicolas > -- > Neko : One VM to run them all > (http://nekovm.org) -- Neko : One VM to run them all (http://nekovm.org)
