Today we are releasing NME 3.5.5, which is a maintenance release to continue to improve the solidity of our existing features, plus we have some new ones.
OpenGLView was introduced in NME 3.5, and now we add support for HTML5, using WebGL. You can check out the new “HerokuShaders” sample to a great cross-platform illustration of GLSL shaders at work. The sample will run on Windows, Mac, Linux, BlackBerry and HTML5, and will run on other mobile platforms when GLES2 support is official.
We have improved support for fullscreen, so you can more easily start your application fullscreen, toggle between windowed and fullscreen modes, have full hardware acceleration in either windowed or fullscreen mode and we now handle Alt + Enter and Alt + F4 on Windows and Linux, by default.
HTML5 has received improvements to z-ordering and TextField handling. We have added Event.ACTIVATE/DEACTIVATE and FocusEvent.FOCUS_IN/FOCUS_OUT events from the stage, to handle when users navigate away from your page or minimize and restore a web version of your application. We integrated WebWorks compatibility in the command-line tools, so you can also test web content as BlackBerry 10 application, making it easier to test HTML5 output for mobile.
We altered the keyCode values for A-Z, so that they return an uppercase character code value, instead of lowercase. This makes the behavior consistent between Flash, native and HTML5.
There have been a number of small improvements to make the command-line tools better, there are three new samples, ActuateExample, SimpleOpenGLView and HerokuShaders, and we have a FlashDevelop project template to projects created using “nme create project”
We are now working on NME 3.6. In the forums, please continue to provide feedback and testing as we make NME an even better framework. Thank you for all of your support, and please enjoy this new release.
Create high-performance Windows, Mac, Linux, iOS, Android, webOS, Flash and HTML5 apps
NME is proving to be a great framework on top of haxe to use for multi-platform development. Currently learning the ins and outs of it by porting my CoronaSDK game to the language and platform.
Blog post will be coming showing my setup and how to get started so be on the lookout. Till then if you are at all doing Flash dev and want a more optimized platform for multi-platform development you should start checking this out.
Here are the bullet points of you should look at using to get started.
The Web Developer Wonderland
(a happy land where browsers don’t need a Refresh button)
CSS edits and image changes apply live.
CoffeeScript, SASS, LESS and others just work.
Citizenship is granted through the Mac App Store.
Windows permanent residency issues are being worked out,
temporary stay already allowed.
No more excuses. The best Actionscript and MXML editor is now FREE. Download it now and give it a try. Commit to using it for at least 2 weeks and you will not want to use anything else.
FDT Free is free of charge and the perfect editor for small projects or
simply to give FDT 5 a try without any time constraints. This edition is
recommended for smaller projects.
High-end mobile browser gaming still some way off as research finds HTML5 routinely outperformed by Flash.
Despite constantly being touted for some time as the future for mobile gaming, new research has shown that HTML5 remains some way behind Flash in terms of performance.
Software architect Sean Christmann used his benchmarking tool, GUIMark, to assess the current disparity in performance between HTML5 and Flash on nine different mobile devices.
In three tests – bitmap drawing, vector graphics and computation – Flash outperformed HTML5 every single time, often achieving double or triple the framerate. While Christmann openly admits that his work was funded, through his employer, by Adobe, the figures speak for themselves: HTML5 is still far from an ideal platform for mobile gaming.
I don’t think 8 fps is really “lighting fast” do you?
With all the debate about Flash and HTML5 it’s hard to find all the facts sometimes, or at least an opinion that is not slanted in one direction or the other. As Flash developers, it’s not a secret. We love using Flash. As responsable developers and experts we are expected to use the correct technology and know when one is better to use over the other.
I found this talk by Lee Brimelow to be very good and he does a great job explaining the facts in my opinion. As a developer mainly on the flash platform I am really looking forward to seeing HTML adding more and more features and seeing the standards getting better. The truth is … there is always a tool suited for what you are trying to accomplish and you have to make the best choice for you, your clients and the end user.