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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



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