Well... if by adding here Unity3D you mean things in 3D (and not the 2D
engine of Unity3D), then i could point out Shockwave and Director...
I'm still puzzled with Adobe moves with Director.
;)
On 09-10-2009 1:22, Mike Chambers wrote:
Well, it is not a simulator. The SWF is compiled using LLVM to native
arm code.
Is every native iphone available? No. However, for the APIs that are
available, there is no reason to expect that you couldn't build as
full featured apps / games / content as you could with any other
solution (such as Objective-C or Unity3D).
mike chambers
m...@adobe.com
On Oct 8, 2009, at 5:13 PM, Eric E. Dolecki wrote:
Yes, it is an assumption not based on any fact. My opinion right now
as I
believe I stated originally.
I saw what is supported and I know the vast ocean of iPhone APIs that
are
available when developing natively. I won't assume that the level of
control
Adobe will offer in the conversion compile can be nearly as good as when
compiling using Xcode. I could be wrong, but having people learn how to
drive in a simulator probably won't ever be as good as driving the real
thing. That's all. I hope Adobe proves me wrong. But I don't think
abandoning learning Obj-C is favor of AS3 is a good idea
regardless... it's
great to know both or more.
Eric
On Thu, Oct 8, 2009 at 7:22 PM, Mike Chambers <mcham...@adobe.com>
wrote:
I think that is a misguided statement, not based on any fact. Why do
you
assume / suggest that using Flash will be inferior for building all
types of
iPhone applications and content?
mike chambers
m...@adobe.com
On Oct 8, 2009, at 5:50 AM, Eric E. Dolecki wrote:
If you want to *really* make iPhone apps, use Xcode and the SDK. If you
just
want to get some stuff up on the store quickly, use CS5 I gues
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