Hi
Maybe it's just my inflexibility but I have somewhere in the back of my head
(from reading various chats on indiegamer) that SDL is more low level, that
it doesn't support HW-accelerated scaling and rotating (at least by default)
and that it's GPL (Which is not a problem if you use it as dll (I think they
talked something like that)) .. I know for some developers who make
excellent games with SDL and some with Allegro, but I started with PTK back
then so I also already know it well.
At least for now my goal is more to make an engine that does all generalized
stuff in c/c++ so nekovm scripts just define the game specific code in
neko...
best regards,
Janko
On 11/2/07, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
>
> Hi Janko,
>
> Why not take a look at my NME library? It is fully usable, and there
> is a chapter devoted to it in the upcoming Pro haXe and Neko book.
> It's based on SDL, so should work on Windows, Linux and Mac, though
> I've only created binaries for Windows at present.
>
> Lee
>
>
>
>
>
>
>
> Quoting janko metelko <[EMAIL PROTECTED]>:
>
> > Hi Lee,
> >
> > Yes , I imagine I have to somehow register them to let neko know what to
> > call ..
> >
> > I will look at the xcross example and tell if I find something..
> >
> > I have no clue yet what I will do and if I will succeed making Haxe +
> PTK in
> > some good way... right now I am just trying to find a way to make some
> game
> > in a higher level language and with a stability (dx on win, opengl on
> mac)
> > that a casual games need.
> >
> > I was looking for hundrets of solutions for 2 weeks and tried many of
> > them... I decided not to work in c++ any more a year ago
> > because of how complicated compilers are to set up (at least to me- I am
> not
> > too low level person)... I made games with haxe in the meantime but now
> I
> > will try to make something that can be sold on portals and nothing
> except c,
> > c++ and blitzmax, TGB that I found supports DX -pc /OGL - mac (but I
> didn't
> > like blitzmax, and torquescript also doesn't seem like an fullround
> modern
> > language) on some normal level .. So I eneded up back in c trying to
> make
> > this but I can't be sure I will succeed. If I was good enought in c++
> then I
> > wouldn't search for these higher level languages anyway. I right now
> don't
> > plan to do a binding but to embed nekovm into a c++ program... but I
> don't
> > have a clear picture what is the best path so that might change.
> >
> > Thanks for your reply,
> > Janko
> >
> > This is probably possible, though you'll have to force the
> >> registration of the functions in your C code to the Neko VM. Take a
> >> look at the xcross lib in haXeLib which includes the standard
> >> libraries into a single exe. This should shed some light on the topic.
> >>
> >> When you're successful wrapping PTK, are you going to submit it to the
> >> community? It would be interesting to have another decent 2d library
> >> available for Neko.
> >>
> >> Regards,
> >> Lee
> >>
> >>
> >>
> >>
> >> Quoting janko metelko <[EMAIL PROTECTED]>:
> >>
> >> > Hi,
> >> >
> >> > I am trying to embedd nekovm with 2d game library (PTK) to make a
> neko
> >> > scriptable game engine. It wors but I have one question..
> >> >
> >> > Is this possible to do (or even normal ussual)?
> >> >
> >> > the engine starts and opens the screen, then it loads the neko .n
> file
> >> with
> >> > script and calls loadResources function in neko.. that function
> function
> >> > calls back the functions for example loadImage("img.png"); that is
> >> defined
> >> > back in C and which loads the images in it's array or LList.
> >> >
> >> > (I saw how neko calls functions in native dlls via loadprimitive but
> >> that is
> >> > probably a different thing)
> >> >
> >> > thanks best regards,
> >> > Janko
> >> >
> >>
> >>
> >>
> >> --
> >> Neko : One VM to run them all
> >> (http://nekovm.org)
> >>
> >
>
>
>
> --
> Neko : One VM to run them all
> (http://nekovm.org)
>
--
Neko : One VM to run them all
(http://nekovm.org)