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ShiVa Flash 11 engine C++ plug-ins support preview
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by NiCoX » 01 Apr 2012, 20:28
Hi all,
Just wanted to show you something still in an alpha stage but already working: C++ plug-ins support in the Flash engine. Here is the unmodified "WaterSim " sample, using two C++ plug-ins, running in the Flash 11 player:
http://developer.stonetrip.com/Download/Flash/WaterSim.html
This sample is really one of the worst cases when dealing with C++ plug-ins in Flash, as there are many memory accesses and many floating point calculations, that are both the dark points with Flash. But I'm pretty surprised by the overall performance, I was expecting way less
Just wanted to show you something still in an alpha stage but already working: C++ plug-ins support in the Flash engine. Here is the unmodified "WaterSim " sample, using two C++ plug-ins, running in the Flash 11 player:
http://developer.stonetrip.com/Download/Flash/WaterSim.html
This sample is really one of the worst cases when dealing with C++ plug-ins in Flash, as there are many memory accesses and many floating point calculations, that are both the dark points with Flash. But I'm pretty surprised by the overall performance, I was expecting way less
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Re: ShiVa Flash 11 engine C++ plug-ins support preview
by radek_ne » 01 Apr 2012, 21:08
After all the presentations I have to start publishing the games in Flash 
Great news
If you have connected to the Xbox Kinect (PC version) via plugins + Facebook games ... Is it possible? (my English is from translate.google.com - sorry
Great news
If you have connected to the Xbox Kinect (PC version) via plugins + Facebook games ... Is it possible? (my English is from translate.google.com - sorry
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Re: ShiVa Flash 11 engine C++ plug-ins support preview
by NiCoX » 01 Apr 2012, 21:41
If you have connected to the Xbox Kinect (PC version) via plugins + Facebook games ... Is it possible?
No, unfortunately. How it works: C/C++ plug-ins are "compiled/translated" to AS3 code, then SWC. So the plug-in is running in the same sandbox than any Flash content, with no way to access local files, peripherals, and use system APIs.
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NiCoX - Platinum Boarder

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Re: ShiVa Flash 11 engine C++ plug-ins support preview
by radek_ne » 01 Apr 2012, 22:08
Actually, now I understand 
I've seen such a thing on mac os x but it was a flashBridge and had to be running an extra process for this purpose and it worked as a kind of server.
Anyway, I'm waiting for issuance of a new UAT with the possibility of exporting to Flash
I've seen such a thing on mac os x but it was a flashBridge and had to be running an extra process for this purpose and it worked as a kind of server.
Anyway, I'm waiting for issuance of a new UAT with the possibility of exporting to Flash
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giggsy - Platinum Boarder

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Re: ShiVa Flash 11 engine C++ plug-ins support preview
by RawenGroup » 02 Apr 2012, 08:08
Udp or tcp based network plugins maybe work?
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Re: ShiVa Flash 11 engine C++ plug-ins support preview
by NiCoX » 02 Apr 2012, 09:11
Udp or tcp based network plugins maybe work?
We did not decide yet if we'll port the "socket" library, or if that will require to write some AS3 code for that (called from the C/C++).
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Re: ShiVa Flash 11 engine C++ plug-ins support preview
by RawenGroup » 02 Apr 2012, 09:32
Thanks quick answare.
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Re: ShiVa Flash 11 engine C++ plug-ins support preview
by Santo » 11 Apr 2012, 14:26
I think it would be preferable to write the network code (not multiplatform but flash specific) in as3, not (or not only) in c++
A way to include custom as3 code in a flash game imho would be GREAT (for example to interface the game with a game portal, e.g. Kongregate)
great job guys!!
A way to include custom as3 code in a flash game imho would be GREAT (for example to interface the game with a game portal, e.g. Kongregate)
great job guys!!
Shiva 1.9.1 Basic edition
Archos Tablet 80g9 with Android ICS 4.0.3
Apple Ipod touch 4g
(Sorry for my poor english
)
Archos Tablet 80g9 with Android ICS 4.0.3
Apple Ipod touch 4g
(Sorry for my poor english
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Re: ShiVa Flash 11 engine C++ plug-ins support preview
by NiCoX » 11 Apr 2012, 14:39
A way to include custom as3 code in a flash game imho would be GREAT
It is already possible, just needs a "project" export type, and a step-by-step tutorial or a Mortar script (giggsy?
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Re: ShiVa Flash 11 engine C++ plug-ins support preview
by Santo » 11 Apr 2012, 14:51
no more to add if not GREAT!!
Thx Nicox for the fast reply...
Shiva 1.9.1 Basic edition
Archos Tablet 80g9 with Android ICS 4.0.3
Apple Ipod touch 4g
(Sorry for my poor english
)
Archos Tablet 80g9 with Android ICS 4.0.3
Apple Ipod touch 4g
(Sorry for my poor english
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Re: ShiVa Flash 11 engine C++ plug-ins support preview
by giggsy » 11 Apr 2012, 15:22
NiCoX wrote:... a step-by-step tutorial or a Mortar script (giggsy?![]()
)
We'll definitely have a deeper look at it, as soon as we got the Android version Candy Island out (shouldn't be too far in time
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Re: ShiVa Flash 11 engine C++ plug-ins support preview
by Fraser » 12 Apr 2012, 03:07
SWEET! Runs very nice... ~15% CPU usage on Core_I5 2.3GHz
Fraser,
http://www.silicondroid.com
http://www.silicondroid.com
Re: ShiVa Flash 11 engine C++ plug-ins support preview
by giggsy » 10 Aug 2012, 07:56
Hi!
This would probably be the last Flash feature we need in order to get Candy Island out on Flash.
How are you progressing?
Is there a possible eta?
Thanks!
Edit: will this also work with STL?
This would probably be the last Flash feature we need in order to get Candy Island out on Flash.
How are you progressing?
Is there a possible eta?
Thanks!
Edit: will this also work with STL?
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giggsy - Platinum Boarder

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Re: ShiVa Flash 11 engine C++ plug-ins support preview
by giggsy » 17 Dec 2012, 09:37
Hi,
I actually was kinda hoping for this to be included in 1.9.2 beta.
Whats the current state? =)
Thanks!
I actually was kinda hoping for this to be included in 1.9.2 beta.
Whats the current state? =)
Thanks!
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giggsy - Platinum Boarder

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- Location: Austria
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