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Re: [Gnash-dev] Advances from GameSWF
From: |
Sandro Santilli |
Subject: |
Re: [Gnash-dev] Advances from GameSWF |
Date: |
Mon, 26 Sep 2011 18:31:25 +0200 |
User-agent: |
Mutt/1.5.20 (2009-06-14) |
On Mon, Sep 26, 2011 at 05:25:43PM +0100, Pete Hobson wrote:
> On Mon, Sep 26, 2011 at 5:13 PM, Rob Savoye <address@hidden> wrote:
>
> >
> > Nope, sorry. There have been so many changes to Gnash since I forked
> > it from GanmeSWF it would be difficult. For one thing, GameSWF only
> > supported OpenGL as a renderer, Gnash supports several. GameSWF was ok
> > for SWF files that were custom created for it (games usually), but was
> > pretty poor at the generic SWF files found on the internet. Making Gnash
> > a browser plugin opened up a huge amount of compatibility work, still
> > ongoing many years later.
>
> Ok thanks thats pretty clear. Im actually using gameSWF for UI's in games
> (as in its original purpose) on mobiles. Your correct that in its current
> form gameSWF works well for that as i can control the input SWF's. I was
> really just interested in seeing if there was any good way for me to
> contribute back to gameSWF from your improved codebase, but I can see the
> licenses would make that tricky.
Out of curiosity, what keeps you back from using Gnash in your use case ?
--strk;
() Free GIS & Flash consultant/developer
/\ http://strk.keybit.net/services.html
Re: [Gnash-dev] Advances from GameSWF, Bastiaan Jacques, 2011/09/26