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Category Archives: nme
Haxe on the iPhone – For Real!
To progress this project a bit further, I needed a real device – so I convinced the little woman that an iPod touch would be a good thing to have around. She seems to have taken to it, so now … Continue reading
A Second Look (iPhone + Haxe)
Once the basics are in place, the rest comes pretty naturally. Just a slight tweak to the MovieClip transformation gets Physaxe doing it’s thing. Performace seems ok-ish in the simulator, not sure how it woud go on the real device.
Haxe on iPhone (Simulator) – First Look
The c++ backend for haxe generates standard c++, suitable for the gcc compiler. iPhone dev uses gcc, and can link against c++, which make you think that iPhone dev can use haxe. Simple? Well, actually it was pretty simple. The … Continue reading
Some Help Getting Started With Hxcpp
Tony at touchmypixel.com has posted some very useful information to help you get started with hxcpp. Be sure to go over there and check it out.
Haxe3D C++ Demo.
Nicolas Cannasse has written a 3D engine for flash 10. I have ported this code to neko and c++ using the neash library. To test the code, first extract the contents of the zip and then look in the bin … Continue reading
Hxcpp 0.4, NME 0.9, Neash 0.9 Released!
What the flash? What is Hxcpp? Hxcpp is the c++ backend for haxe. This means you can compile haxe code to c++ code, and then compile this to a native executable, for Windows, Linux or Mac. What is NME? NME … Continue reading
Neash/NME first release
I am pleased to announce the initial version of neash 0.1, that works with the latest version on NME, 0.3.2. Neash allows the same code to be compiled for both the flash virtual machine and the neko virtual machine. NME … Continue reading
Posted in neash, neko, nme
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Porting NME to linux
So, I decided to try porting NME to Linux. The first thing you do is find an empty hard drive, download an ISO, and off you go, right? Wrong. I did this – but I wanted to keep my windows … Continue reading
Posted in linux, neko, nme
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Compile NME.ndll From Source.
Neko NME now compiles into a single, statically linked ndll (actually, it still uses plugins for mp3 and tiff). This means you can’t use the standard development distributions for building it, so I’ve made some libraries to use. You can … Continue reading
Posted in neko, nme
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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](http://www.designrealm.co.uk/html/) to add the functionality to the existing “Neko Media Engine” (NME) project. This idea here … Continue reading
Posted in neko, nme
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