lorinbeer Wow! I just got your email. Sorry Iv been away the last couple of days I was in Chicago on business. I cant believe I missed all of this.
I'm glad to see your surgery went well from looking at that picture it looks like you had neck surgery. ouch!
From reading through all the posts it looks like we have to build this manually? Are you planning on adding some native windows build tools?
The reason I ask this is because most of the Construct 2 users here are non programmers, and might find the process a little bit overwhelming. I don't know if you have had a chance to take a look at Construct 2 yet but Ashley has built it so that non programmers can build games by only using actions, and events.
But once I get my head around the process, and successfully build a game with it. Maybe I or ArcadEd could make a dumbed down tutorial with pictures of the whole process. lol
speaking of which?
ArcadEd Since you have already been through this could you dumb down a few things for me <img src="smileys/smiley36.gif" border="0" align="middle" />
For the first few steps are you using Git Bash for your command prompt? If so did you use Git Bash for executing all the commands or did you use the android sdk/tools command prompt for some things? I haven't tried this yet, and I am a little confused after reading through the manual build process on what you used for each step.
And by the way thank you for doing all of this in public. I know this will help every one to understand the process better. Especially those that are to shy to post.
I wouldn't expect Construct 2 to run in Pender in it's entirety. I have some experience embedding existing projects in Pender, including work for Zynga (not public unfortunately) and Bonsai.js from uxebu.
Two easy ways are:
1. Construct2Shim.js: which would redirects canvas calls through a messaging api to Pender, not as optimized as a full renderer running in Pender, but tests still indicate a massive jump in framerate and rendering performance. Easy to implement, with no change to ConstructJS, just a shim to be loaded in the WebView
2. Construct2Pender.js: which would define a tiny rendering engine using the graphics calls Construct2 expects to exist in the WebView. Instead of calling a canvas in the main Construct2 runtime, we would call Pender through the bridge, using an abbreviated syntax which would update the rendering engine.
Note that Pender can include any functionality that the device supports, exposed under any api we want. The Pender roadmap includes support for Web Audio and WebGL!
To echo your points, the DOM is most certainly an advantage when it comes to layout and the breadth of api's available. However, it kills rendering speed even when hardware acceleration is implemented in the browser. Decoupling the rendering engine is not only good architecture, but it allows a paper thin layer between the js and the native graphics calls, really bridging the gap between js graphics and native graphics.
One of the use cases of Pender is to provide embedded canvases in a Cordova/PhoneGap project, using the Pender runtime as a rendering engine for fast canvas, and not as a replacement for all that HTML5 offers.
Ashley What do you think?
For myself an open source Accelerated Canvas solution for PhoneGap has been highly anticipated. But for all of the Ouya developers this sounds like the only solution available right now.
Is there any chance this could be officially supported?
The reason I ask is CocoonJS is DOM-less, and I was just hoping some kind of exporter similar to CocoonJS's could be easily integrated into Construct 2 without to many problems. This is just more of a hopeful request than anything <img src="smileys/smiley1.gif" border="0" align="middle" />