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alexmac avatar alexmac commented on August 22, 2024

Initially it was done that way for convenience, but its almost certainly the right thing to move more towards c++. I would avoid the high level wrappers we shipped with flash++.h and instead just use the low level interop if possible as you'll have more control and won't run into any performance gotchas.

Also if you have a demo of any of the stuff you're working on I'd love to see it

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tepGithub avatar tepGithub commented on August 22, 2024

I see. I'm curious now on how flash++ is implemented:

  1. Is every call basically an inline_as3?
  2. If I understand it correctly, all C++ code will be translated to action scripts call (through LLVM), so why Flash++ has more performance gotchas?
  3. Is it possible to create an object in action script and pass the pointer to C/C++ code?

I'm actually just doing R&D for FlasCC technology and not sure if I can show it to you/in public (in addition, i'm just rendering boxes at the moment).

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alexmac avatar alexmac commented on August 22, 2024

Yeah the flash++ code is all built on top of the basic interop, but the header is large and will slow down compile times a fair bit. It's probably overkill for this project.

The way flash++ gets references to as3 objects is a bit gross, essentially it keeps the as3 object and a ref count in a dictionary and the flash++ class stores the index, once the ref count hits zero the as3 object is removed from the dictionary and can be collected by the gc

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