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Neko NME updates.
I have had a bit of a think about where some of this cross-platform code should sit, and I’ve partnered with Lee McColl-Sylvester at DesignRealm to add the functionality to the existing “Neko Media Engine” (NME) project. This idea here is to provide the flash drawing API to the neko runtime using opengl or software – which ever is fastest at the time.
There have been some big changed to NME recently, and it’s pretty easy for a haxe developer to checkout the “bleeding edge” and have a look at the samples, if they have svn installed. First install the existing NME project using the haxelib tool, ie:
haxelib install nmeNow, at the time of writing, it is 0.2.0, which is now a bit old. To use the new stuff (this works on most haxelib modules), checkout the latest stuff from code.google.com. First make a directory – it’s a matter of taste where – to hold the code. For simplicity, I’m using one directory to hold all the google code checkouts, and I’m calling it “C:/code.google/”. From a shell in this directory, follow the instructions on project page about how to checkout the svn version:
svn checkout http://nekonme.googlecode.com/svn/trunk/ nekonme-read-only(You can actually call the last bit of the directory anything you want). This will give you a whole lot of files, called something like “c:/code.google/nekonme-read-only/nme/Manager.hx” etc. Now you can point your neko at this new code using the haxelib command:
haxelib dev nme c:/code.google/nekonme-read-onlyThis should give you access to both the new “.hx” class files, and the new “Windows/nme.ndll” binary file. Then you can look at the samples by building them with “haxe Compile.hxml”, and running them with “neko *.n”.
There are examples showing the use of sound, a complete game and where things are going with the new flash-drawing api (not yet complete). The images here show circles, lines and text (solid and transparent backgrounds) and 2d-transformations, using both software and opengl rendering (no bilinear-sampling on software version yet).

