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  • *drawlogic » 2007 » June - web, mobile, game + interactive development » 2007 » June » 2007 » June
    is busy at Adobe Rather large due to the extras Takes around 40kb of your swf worth it if using extra features Animation System v2 0 Author Ryan Taylor URL http www boostworthy com blog p 170 Download source Pros Open Source MIT License Specify the use of enter frame or timer as your render method on a per animation basis Easily complete many common animations using the animation manager with one line of code Create complex sequences of tweens and actions using the virtual timeline Easily animate any property of any filter Advanced color support that includes brightness contrast hue and saturation Common interface used for garbage collecting throughout the entire package Create motion paths for display objects with the option to auto orient to path Advanced animation support using paths as value maps Extremely extensible architecture Clearly defined API Full blown documentation using ASDoc same as Adobe livedocs Eleven example files ranging from basic to advanced usage and theory Cons New AS3 only version Rather large due to the extras Takes around 20 30kb of your swf need to test this FuseKit is missing a huge opportunity by not updating to AS3 yet it might be too late as some of these kits above are simply too good for the situations you may come across where you want to standardize on an animation kit Right now for most projects I am using Tweener for AS3 with a few projects using Animation Package I still use FuseKit or Tweener AS2 when doing AS2 but this is only maintenance new projects are all AS3 simply due to the speed of the new VM and to make code more valuable as it has a longer life But as time goes on things may change usually the simplest and most agile systems keep up which this usually means the open source ones and the ones with simple syntax Right now that one is Tweener Tweener has been especially quick and easy for Papervision3d projects I have also tried and sampled Animation System 2 0 of which I have heard good things and used Animation Package quite a bit more in effects than Tweener It depends on the job and what is required in the project for th ebest animation package decision or make your own Am I missing any other good ones Posted in ACTIONSCRIPT ARCHITECT AS3 BEST OF FLASH FLEX 43 Comments Polygonal Labs Motor Physics Tests with AS3 Monday June 18th 2007 Polygonal Labs is building a Motor Physics Engine unreleased and here is a test that has boxes stacked up that you shake I am looking forward to the Motor Physics Engine by Michael of Polygonal Labs after going through APE Physics engine by Alec Cove which is pretty slick The tools so far by polygonal labs such as the AS3 Data Structures for Game Developers have been excellent and made it into many games and engine tests of mine and his blog is a really well presented and the topics are always well presented and researched Be sure to check out the 50 boxes test with Motor Physics at Polygonal Labs Also if you don t regularly visit polygonal labs you are missing out on some really good research and tools The recent post with the graph based A sample using the AS3 Data Structures for Game Developers was killer Posted in ACTIONSCRIPT ALGORITHM ARCHITECT AS3 BENCHMARK FLASH FLEX GAMEDEV LIBRARIES Comments Off Open Source Flash Conference attend online Thursday June 14th 2007 Open Source Flash Conference June 15th UPDATE Change In Time The second Open Source Flash Conference will be held on June 15th The conference will start by 11 00 am Eastern Time This conference is completely free and to attend you only need a computer the internet and flash installed on your computer http osflash org blog 2007 06 12 open source flash conference june 15th Recorded Sessions Aral Balkan Keynote Speech https breeze itap purdue edu p53406718 Ralph Hauwert Papervision 3D https breeze itap purdue edu p83105421 Aral Balkan SWX https breeze itap purdue edu p62103321 Nicolas Cannasse Haxe Programming Language https breeze itap purdue edu p22188329 Firdosh Tangri ASWing Component Framework https breeze itap purdue edu p20838194 John Grden The Red5 Project https breeze itap purdue edu p20388149 Igor Costa Flex Applications using Flex 2 SDK and Granite Data Services and Conclusion https breeze itap purdue edu p19208031 Special Drum Solo John Grden https breeze itap purdue edu p38865264 Session Details Session 22 Start Time 06 15 2007 10 00 AM End Time 06 15 2007 4 26 PM Number of Attendees 838 Peak 256 Polls How do you rate this conference https breeze itap purdue edu admin meeting sco reports sco polls poll answer distribution interaction id 6712579 sco id 6438511 How good was John s Drum Solo https breeze itap purdue edu admin meeting sco reports sco polls poll answer distribution interaction id 6713919 sco id 6438511 Are you more design or development oriented https breeze itap purdue edu admin meeting sco reports sco polls poll answer distribution interaction id 6713995 sco id 6438511 You are using recently mostly https breeze itap purdue edu admin meeting sco reports sco polls poll answer distribution interaction id 6714276 sco id 6438511 ASWing https breeze itap purdue edu admin meeting sco reports sco polls poll answer distribution interaction id 6715098 sco id 6438511 Posted in ACTIONSCRIPT AS3 CODE CONFERENCE FLASH FLEX HAXE OPEN SOURCE PAPERVISION RED5 Comments Off HOWTO Using the ContextMenu in AS3 with FullScreen Mode As a Sample Tuesday June 12th 2007 Right clicking and other mouse support in flash is not really a shining star but in AS2 AS3 you can stuff the context menu with items You can clear out all but Settings and About from the menu and stuff in other items that may pertain to a selected movieclip or the entire app you are building This can be good when adding multiple functions into applications and for extra

    Original URL path: http://drawlogic.com/2007/06/ (2016-02-09)
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  • *drawlogic » 2007 » May - web, mobile, game + interactive development » 2007 » May » 2007 » May
    and get the hand to notify the user that it is a clickable item Sample script for a play button package draw logic tests import flash display import flash events public class GamePlayButton extends MovieClip public function GamePlayButton this buttonMode true this addEventListener MouseEvent CLICK onMouseClickEvent function onMouseClickEvent event Event void parent gotoAndPlay game Good Architecture and Design In the past most items could be moved to as files but you would have this mix of people that still put onEnterFrames or button click on release code in the FLA itself AS3 I think finally makes it fully possible to remove code entirely from the FLA with only stop scripts for different frames A nice way to be is to have all script in external libraries and files removing all script from the FLA if possible The script for buttons to the script for the main document class The FLA is essentially just needed for library movieclips and AS3 real forces this separation That combined with its general better structure makes this a much better platform than AS2 and Flash8 stop wasting your time developing in that and get to AS3 take a gander at the better structured libraries in this migration link Best part of AS3 is the new clean event model the basis on Javascript 2 spec and the clearer separation of code and assets for flash More on the Mouse and Event model in AS3 and Timers Loaders and more coming soon Posted in ACTIONSCRIPT AS3 FLASH HOWTO 33 Comments AS3 Data Structures for Game Developers by Polygonal Labs Tuesday May 15th 2007 I have been waiting for this Polygonal labs released a pretty sweet package of core game development AS3 data structures and other rich application development tools that are common on other languages but not so in ActionScript The library is extremely well written and polygonal labs focuses on speed of the stuctures The methodology for these libraries is right along the lines I like Focused on speed and performance but also readbility and speed over patterns if needed I have tried to provide just the bare algorithm coupled with a minimum set of methods I think are most useful to work with Simplicity and performance were the key guidelines for the whole package I am especially intruiged because I am building our core gaming libraries for blipgames and have been doing a bit of this myself but the depth of this kit is many hours ahead and very well written Some of the classes include very common programming structures that are missing from flash flex libraries These will be pretty standard to most Java C C etc developers but adding this to flash is just excellent Here s a list of the goodies in the kit Multi Dimensional Arrays The library contains a two dimensional and three dimensional array They are both implemented by a single linear array rather than nested arrays Queue This is also called a FIFO structure First In First Out Stack Also commonly know as a FILO structure First In Last Out Tree A node based structure Every tree starts from a single node called the root node Binary Tree This is just a specialized kind of tree where each node is only allowed to have up to two children called the left and right node Binary Search Tree BST and Hash Table Both structures store data that can be retrieved quickly by using a key Linked Lists A linked list is similar to an array The main difference is that in an array each cell contains just the data and is accessed by an index A linked list consists of several node objects which in addition to storing the data manage a reference to the next node singly linked or to the next and previous node doubly linked in the list Think of it as a more natural approach to work with sequential data Heap and Priority Queue A Heap is a special kind of binary tree in which every node is bigger than its child nodes Graph A graph is a loose node based structure Bit Vector A bit vector is some kind of array in which you can store boolean values true false 1 0 as close as possible without wasting memory Polygonal Labs has a tree sample up that has many possible usages from visualization of game states to building node based editors to anything really in game development I could easily see a mix of this and scene creation in papervision via a flash application IDE I have to say I am excited to base my libraries on these kits and work to improve them as I can Get on over there right now and check it out Also its under the MIT license so this instantly makes polygonal labs famous Thanks Michael Posted in ACTIONSCRIPT ARCHITECT AS3 CODE FLASH GAMEDEV PERFORMANCE Comments Off HOWTO Using the MouseWheel Event in AS3 Sunday May 13th 2007 Mousewheel usage has been increasing now that almost everyone has a mouse with a wheel on it Flash and specifically AS3 has capabilities to get lots of information about the mouse wheel movement and mouse movements in general In AS3 you wire up events like this stage addEventListener Event RESIZE onResizeEvent For mouse events you wire them up using the Mouse pseudo static enumeration MouseEvent stage addEventListener MouseEvent MOUSE WHEEL onMouseWheelEvent Inside of our flash class that we are wiring up events for we need to put the event function that we pass as an argument function onMouseWheelEvent event Event void trace onMouseWheelEvent trace event delta As you can see the method passes the object in the event Here we are getting the delta property of the object returned for the mousewheel event You can get any of these properties that return you can see this if you trace out the object MouseEvent type mouseWheel bubbles true cancelable false eventPhase 2 localX 261 localY 241 stageX 261 stageY 241 relatedObject

    Original URL path: http://drawlogic.com/2007/05/ (2016-02-09)
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  • *drawlogic » 2007 » April - web, mobile, game + interactive development » 2007 » April » 2007 » April
    your class path before you can jump right in with Flash CS3 These would be anything in the flash folder in your classpath and probably some type classes in the root such as Object as intrinsic classes you may have added to complile to AS3 or code completion like in FlashDevelop Best Solution The best solution if you do not want to clean that manually is setup a new classpath folder and then move new AS3 libraries in there Or you could setup a new folder and keep the existing classpath until your projects are swtiched over I keep a classpath for all versions I currently support in my development drive Projects FLASH classpath as3 drive Projects FLASH classpath as3 alpha drive Projects FLASH classpath as2 These paths can be added to your Flash IDE your external flash actionscript IDE like FlashDevelop or other compilers that may come along now that Flex SDK is opensource Posted in ACTIONSCRIPT AS3 FLASH PAPERVISION Comments Off PSD to XAML Converter Thursday April 26th 2007 flowlabs has a PSD to XAML converter Psd2Xaml with a splash of swf Simple free open source tool for converting Photoshop PSD files to XAML Also supports limited SWF conversion to XAML This project is a by product of the development of PaintLab a node based paint application Read more about the underlying PSD parser in this article http www codeproject com cs media PSDParser asp Usage Drag n drop PSD or SWF files to the application and it will create XAML files in the same directory but with the extension xaml instead of psd The individual layers bitmaps are saved in a subdirectory with the same name as the output xaml file plus Bitmaps Example Test psd is converted to Test xaml and a new folder with the name Test xaml Bitmaps will be created containing the bitmaps source Downloads Application Psd2Xaml zip 233 kb Source Psd2Xaml src zip 226 kb Test media Tiger swf 16 kb DVDMenu zip psd 989 kb It s Gr r r e eat Posted in APPLICATIONS PHOTOSHOP TOOLS WPF XAML 7 Comments Best Actionscript Animation Packages AS3 Thursday April 26th 2007 There are many ways to animate in Flash and the best way is always scripting or I mean code in AS3 Flash has grown up quite a bit and now has a very fun coding language in AS3 when programming games or animations scripting is the way to go You can even do stuff like make a SMTP server client using mime in it ok maybe more useful is a binary socket asset loader The default mx transitions classes in AS2 were good there are much better filter and transition tools now in AS3 but also a bit more bulky than needed and many good animation kits have come along that help people animate with script This can be great for team development when architecture is set within everyone s styles animation packages for example help to make it easy to have common code so that people can easily understand it It can be bad when it comes to flash development when you open other s work if they do not use at least some standard kits or conventions There are a few really excellent animation packages that you should know about The best AS3 animation packages Animation Package AS3 kit here Tweener samples here like this papervision3d sample for 3d tweening Fusekit and ZigoEngine from MosesSupposes updated as of late march early april development has started on an AS3 version not sure of release so its sitting at third All of these kits allow for total control in a push mechanism to just push animation events onto clips in a dynamic way This gives maximum flexibilty for team development and easily changed transitions or completely random movements Fuse has some nice stuff in the works for ColorFX SoundFX and even a PaperFX controller for papervision3D Posted in ACTIONSCRIPT ANIMATION ARCHITECT AS3 DRAWING FLASH Comments Off Sub Pixel Manipulation with PyGame Thursday April 26th 2007 Will McGugan posted an article about subpixel manipulation in Python This is possible in other technologies like OpenGL and DirectX but Will has implemented it in Python check it out Here s a picture of it in action Top row with sub pixel bottom row without Download subpixel zip It requires the Numeric library Posted in CODE PIXEL PROGRAMMING PYTHON Comments Off Adobe Open Sources Flex Wednesday April 25th 2007 source Adobe is in the process of Open Sourcing Flex Under the Mozilla Public License Mozilla Public License FAQ http www mozilla org MPL mpl faq html Adobe is announcing plans to open source Flex under the Mozilla Public License MPL This includes not only the source to the ActionScript components from the Flex SDK which have been available in source code form with the SDK since Flex 2 was released but also includes the Java source code for the ActionScript and MXML compilers the ActionScript debugger and the core ActionScript libraries from the SDK The Flex SDK includes all of the components needed to create Flex applications that run in any browser on Mac OS X Windows and Linux and on now on the desktop using Apollo The timeline to do so will be by the end of 2007 The source code for the Flex framework is already available within the free distribution of the current Flex 2 SDK By this summer Adobe plans to put in place most of the infrastructure public bug database and public daily builds required to run the Flex SDK as an open source project We expect to complete the transition to a fully open source project source code for the compiler infrastructure for community contributions etc by the end of 2007 This is pretty interesting in that it will lead to more applications challenging FlexBuilder but I imagine its largely to get around Open Sourcing Flash altogether They will never do that But some think that if Adobe were

    Original URL path: http://drawlogic.com/2007/04/ (2016-02-09)
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  • *drawlogic » acceleration - web, mobile, game + interactive development » acceleration » acceleration
    business channel rather than developers now It is good html5 and standards will be more prevalent in that ecosystem as long as they don t start marginalizing it to proprietary elements But if you step back and see the rumors a week ago that Microsoft might be interested in Adobe the mobile surge and strategy shifts at Microsoft it seems to send out a clarion call that Silverlight is over or the credits are about to roll The mobile surge standards native hardware acceleration and cross platform aims of current market leaders we have the new game again It doesn t appear like Silverlight was or will be a success Tags acceleration ADOBE FLASH hardware html5 MICROSOFT phone SILVERLIGHT windows Posted in NET ADOBE APPLICATIONS MICROSOFT TECHNOLOGY 7 Comments Adobe Finally Hardware Accelerating Flash for 3D Tuesday October 26th 2010 It s about time Here at drawlogic we have been pushing hardware acceleration in Flash as it died in Adobe s Director product that is all but history Director was horribly not useful as a programming tool but Flash and AS3 have become a great environment the only thing missing was getting past software rendering limitations to use hardware acceleration that have been made more apparent by mobile devices which are like late 90 s early 00 s computers With Flash gaming being so huge and competitors like Unity it is surprising it took this long but it seems Flash and AIR development will be kicking up a notch in 2011 with hardware acceleration Adobe has finally delivered or will so in 2011 on this pressing need It s a good thing ByteArray Thibault Imbert the man inside got in there at Adobe he has been there delivering killer stuff and presents a video on Molehill on Adobe Labs showing this new tech Molehill is the code name for a new set of low level GPU accelerated 3D APIs that will enable advanced 3D experiences across screens through the Adobe Flash Platform runtimes These new low level APIs will provide advanced 3D and 3D engine developers the flexibility to leverage GPU hardware acceleration for significant performance gains Today Adobe Flash Player 10 1 renders thousands of non z buffered triangles at approximately 30 Hz With the new 3D APIs developers can expect hundreds of thousands of z buffered triangles to be rendered at HD resolution in full screen at around 60 Hz Using the new 3D APIs in Flash Player and AIR will make it possible to deliver sophisticated 3D experiences across almost every computer and device connected to the Internet When will developers designers be able to create 3D content using the Molehill APIs and what tools will they use Developers will be able to create content through the upcoming Flash Player beta program starting in the first half of 2011 To leverage the 3D features exposed in Flash Player during the beta period developers will use Adobe Flash Builder or the Adobe Flex SDK with an updated SWC exposing the required APIs More on the capabilities and rendering tech Developers were told to expect hundreds of thousands of z buffered triangles to be rendered at HD resolution in full screen at around 60 H z under the new APIs compared to thousands of un z buffered 30Hz triangles under the current Flash Player 10 1 The acceleration will rely on DirectX 9 standards on Windows OpenGL ES 1 3 on Macs and OpenGL ES 2 0 on mobile platforms and potentially puts Flash more directly into competition with 3D centric web game engines such as Unity How do the 3D APIs compare to WebGL s proposal to have the capability be available through browsers and HTML5 In terms of design our approach is very similar to the WebGL design However we offer a consistent browser agnostic solution that will enable advanced 3D experiences on almost every computer and device connected to the Internet Additionally GPU accelerated 3D in Flash Player will build on all the expressiveness features that exist today in Adobe Flash Player We are very excited about this development and what it means to Unity WebGL and other technologies that have filled the gap With Adobe making this change and recent tool support for html5 it seems the old Macromedia innovative spirit has been awoken I only wish it could have kicked into high gear in 2007 2008 when mobile made native and hardware acceleration necessary again and probably for good As we learn more and get our hands on it we will be posting much more on Molehill Tags 3d acceleration ADOBE FLASH GAMEDEV hardware molehill overdue Posted in 3d 3D ENGINES ACTIONSCRIPT ACTIONSCRIPT3 ADOBE 7 Comments Chromium to Hardware Accelerate Rendering Using GPU including WebGL Canvas and the Last Mile Final Pass Friday August 27th 2010 Chromium is moving to GPU hardware accelerate rendering all types of web content as much as possibly with their latest efforts For some time now there s been a lot of work going on to overhaul Chromium s graphics system New APIs and markup like WebGL and 3D CSS transforms are a major motivation for this work but it also lets Chromium begin to take advantage of the GPU to speed up its entire drawing model including many common 2D operations such as compositing and image scaling As a lot of that work has been landing in tip of tree Chromium lately we figured it was time for a primer The primer they are looking at is not just rendering the content made in WebGL CSS3 3d transformations and more but the entire final pass of the output This leads to some very interesting years ahead in browsers With Chromium IE9 Firefox and Safari all now with aspects of hardware rendering and acceleration via the GPU anyone not doing GPU acceleration is seemingly behind the curve that seemed to start in 2007ish to a culmination of today s latest browsers After these layers are rendered there s still

    Original URL path: http://drawlogic.com/tag/acceleration/ (2016-02-09)
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  • *drawlogic » ADOBE - web, mobile, game + interactive development » ADOBE » ADOBE
    is losing steam I asked Bob Muglia the Microsoft President in charge of the company s server and tools business that very question and got what I consider to be the clearest answer yet about how Microsoft is evolving its Silverlight strategy Silverlight is our development platform for Windows Phone he said Silverlight also has some sweet spots in media and line of business applications he said But when it comes to touting Silverlight as Microsoft s vehicle for delivering a cross platform runtime our strategy has shifted Muglia told me Silverlight will continue to be a cross platform solution working on a variety of operating system browser platforms going forward he said But HTML is the only true cross platform solution for everything including Apple s iOS platform Muglia said Silverlight was launched as a competitor to the Flash Flex framework and competing with Flash video most of all This was before the H 264 battles right when the mobile scene blew up and changed the game immensely It was actually nice when it launched because it pushed Adobe on Flash and Flex Flex was even later merged into the Flash brand to help it be more consistent like Silverlight This was good for the whole interactive space Microsoft is now going with an HTML5 strategy The odd thing is that the Windows Phone is entirely Silverlight driven no html5 support So is Microsoft going to leave their new mobile platfform high and dry due to this change in strategy It just seems so short sighted and reactionary over at MSFT that everything is wavering Who s developing just silverlight for just Windows Phone The timing of them stating this couldn t be worse for Windows Phone Microsoft s html5 strategy is hardware accelerated something that Silverlight only partially has like Flash though Adobe is changing that It is apparent that mobile has changed even the rich internet applications game as well as gaming in that we are back to multiplatform native apps and non browser plugins for web content mobile devices support no web browser plugins at all let alone Flash or Silverlight Still for the next 2 3 years limitations in hardware on mobile devices prevents anything software rendered to be fast including html5 canvas and svg if there is no hardware acceleration and due to this slowness not able to compare compete to compiled native apps that do have hardware access This has forced Adobe and now Microsoft to change their strategies to get through it We may see a resurgence of Flash and Silverlight like plugins on mobile browsers but not for years The only real place we see Silverlight is over at Netflix maybe they will go html5 video or Flash video and on Microsoft shop client apps It appears with no support from Microsoft it will fall out of favor faster Microsoft developers are usually forced to go with what Microsoft is recommending as much of it is sold through a business channel rather than developers now It is good html5 and standards will be more prevalent in that ecosystem as long as they don t start marginalizing it to proprietary elements But if you step back and see the rumors a week ago that Microsoft might be interested in Adobe the mobile surge and strategy shifts at Microsoft it seems to send out a clarion call that Silverlight is over or the credits are about to roll The mobile surge standards native hardware acceleration and cross platform aims of current market leaders we have the new game again It doesn t appear like Silverlight was or will be a success Tags acceleration ADOBE FLASH hardware html5 MICROSOFT phone SILVERLIGHT windows Posted in NET ADOBE APPLICATIONS MICROSOFT TECHNOLOGY 7 Comments Adobe Finally Hardware Accelerating Flash for 3D Tuesday October 26th 2010 It s about time Here at drawlogic we have been pushing hardware acceleration in Flash as it died in Adobe s Director product that is all but history Director was horribly not useful as a programming tool but Flash and AS3 have become a great environment the only thing missing was getting past software rendering limitations to use hardware acceleration that have been made more apparent by mobile devices which are like late 90 s early 00 s computers With Flash gaming being so huge and competitors like Unity it is surprising it took this long but it seems Flash and AIR development will be kicking up a notch in 2011 with hardware acceleration Adobe has finally delivered or will so in 2011 on this pressing need It s a good thing ByteArray Thibault Imbert the man inside got in there at Adobe he has been there delivering killer stuff and presents a video on Molehill on Adobe Labs showing this new tech Molehill is the code name for a new set of low level GPU accelerated 3D APIs that will enable advanced 3D experiences across screens through the Adobe Flash Platform runtimes These new low level APIs will provide advanced 3D and 3D engine developers the flexibility to leverage GPU hardware acceleration for significant performance gains Today Adobe Flash Player 10 1 renders thousands of non z buffered triangles at approximately 30 Hz With the new 3D APIs developers can expect hundreds of thousands of z buffered triangles to be rendered at HD resolution in full screen at around 60 Hz Using the new 3D APIs in Flash Player and AIR will make it possible to deliver sophisticated 3D experiences across almost every computer and device connected to the Internet When will developers designers be able to create 3D content using the Molehill APIs and what tools will they use Developers will be able to create content through the upcoming Flash Player beta program starting in the first half of 2011 To leverage the 3D features exposed in Flash Player during the beta period developers will use Adobe Flash Builder or the Adobe Flex SDK with an updated SWC exposing the

    Original URL path: http://drawlogic.com/tag/adobe/ (2016-02-09)
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  • *drawlogic » browser - web, mobile, game + interactive development » browser » browser
    including WebGL Canvas and the Last Mile Final Pass Friday August 27th 2010 Chromium is moving to GPU hardware accelerate rendering all types of web content as much as possibly with their latest efforts For some time now there s been a lot of work going on to overhaul Chromium s graphics system New APIs and markup like WebGL and 3D CSS transforms are a major motivation for this work but it also lets Chromium begin to take advantage of the GPU to speed up its entire drawing model including many common 2D operations such as compositing and image scaling As a lot of that work has been landing in tip of tree Chromium lately we figured it was time for a primer The primer they are looking at is not just rendering the content made in WebGL CSS3 3d transformations and more but the entire final pass of the output This leads to some very interesting years ahead in browsers With Chromium IE9 Firefox and Safari all now with aspects of hardware rendering and acceleration via the GPU anyone not doing GPU acceleration is seemingly behind the curve that seemed to start in 2007ish to a culmination of today s latest browsers After these layers are rendered there s still a crucial last step to blend them all onto a single page as quickly as possible Performing this last step on the CPU would have erased most of the performance gains achieved by accelerating individual layers so Chromium now composites layers on the GPU when run with the enable accelerated compositing flag Web content will get really interesting over the next couple years Even basic computers now have a GPU and bottom of 32MB video memory Why aren t we using those GPUs as much as possible for web content and web games The time of software rendering might be coming to an end now that processors seem to have topped out and the bottom level computer is capable of handling a decent amount of video memory It will be easier to justify useful graphics acceleration with a better user experience when we can take advantage of all the computer device has to offer Chromium Blog post about this development Differences between Chrome and Chromium the project behind Chrome Tags acceleration browser chrome chromium google gpu hardware Posted in 3d 3D ENGINES DEVELOPMENT ENGINE GAMEDEV GAMES PERFORMANCE PIXEL PROGRAMMING RENDERING STANDARDS TECHNOLOGY USER EXPERIENCE Comments Off IE9 to Support canvas Tag All Canvas 2D Element APIs html5 Wednesday June 23rd 2010 Wow IE9 just set it in motion Canvas 2D is now really on the horizon for all browsers IE9 preview now supports the canvas tag and all canvas element APIs and most Canvas 2D context APIs and attributes Features Available Canvas In the latest Platform Preview we support all Canvas element APIs and most Canvas 2D Context APIs and attributes Features Partially Implemented Canvas globalCompositeOperation The latest Platform Preview does not include support for the globalCompositeOperation attribute DOM Exceptions The latest Platform Preview does not include support for Canvas 2D Context DOM Exceptions drawFocusRing The latest Platform Preview does not include support for the drawFocusRing Focus management API This is pretty amazing even though it has been hinted at by other news previously from AMD Why should we care what Internet Explorer is up to Well the dream of standards across web browsers seems to be materializing for html5 and more importantly canvas 2d Even with Silverlight Microsoft has decided to join the party and upgrade the web on some great standards to build even more innovative platforms on top of Some may see this as a death knell for Silverlight Flash etc but I do not see it that way I see canvas as a competing interactive technology but many times technologies bind together for a better experience they also drive one another to innovate Much like Silverlight pushed Flash and Silverlight was created because of Flash those two technologies brought on canvas 2D and more graphical capabilities for the web in the interactive game and application space As javascript execution has sped up so has the graphical capabilities of browsers now What is not to like about that if you are an interactive developer Canvas Flash Silverlight are all for the most part still software CPU accelerated The question is who will start the hardware acceleration of canvas and competing technologies even further to bring us closer to OpenGL ES WebGL in the browser Ars Technica states that IE9 will have hardware accelerated canvas in addition to SVG but that doesn t seem to be officially stated anywhere by Microsoft yet that I can find AMD has hinted at it and previous news about SVG being hardware acclerated Time will tell and it will be a HUGE boost to the browsers that do of course we need all of them to do it to be worthwhile for mainstream content Ars on the hardware accelerated canvas support What does come as a surprise is canvas support Microsoft has been promoting Internet Explorer 9 s support of SVG which provides vector graphics capabilities within the Web browser but thus far has kept quiet when asked if it would support the canvas bitmap graphics specification Not only is canvas being supported it is also being hardware accelerated continuing Microsoft s efforts to give Web applications the ability to exploit the extensive hardware capabilities of modern PCs Of course we should tread carefully here there is still a big chance that portions of the canvas 2d spec will not be implemented exactly the same or some browser may have missing features much like CSS and javascript evolution For instance the most Canvas 2D Context APIs and attributes is something I hope is addressed in the final IE9 If you are gonna spend the time implementing a standard do it fully and right don t try to break it an old Microsoft tactic But this step was needed to again push interactive web technologies to more closely compete with desktop graphic technology which adds some really exciting times ahead Another golden ray of hope is ES5 support in IE9 Again Wow Tags 2d browser browsers canvas evolution html5 ie9 INTERACTIVE platform STANDARDS Posted in PROGRAMMING RENDERING STANDARDS TECHNOLOGY 2 Comments Google Chooses WebGL and Moves O3D to a WebGL Javascript Library Friday May 7th 2010 Google has decided to put weight behind WebGL and stop actively developing O3D as a plugin rather they will make O3D a Javascript library on top of WebGL This will focus the 3D plugin development efforts from Google into just WebGL on top of the OpenGL ES 2 spec which in turn runs in the html5 canvas tag WebGL is pretty exciting offering browser based OpenGL and hardware rendered graphics When this becomes mainstream this will change up gaming and interactive on the web immensely Unity 3D and Flash 3d engines add lots of immersive environments and WebGL will be just as exciting if all browsers adopt it canvas webgl At Google we re deeply committed to implementing and advancing standards so as of today the O3D project is changing direction evolving from its current plug in implementation into a JavaScript library that runs on top of WebGL Users and developers will still be able to download the O3D plug in and source code for at least one year but other than a maintenance release we plan to stop developing O3D as a plug in and focus on improving WebGL and O3D as a JavaScript library About WebGL WebGL is a cross platform royalty free web standard for a low level 3D graphics API based on OpenGL ES 2 0 exposed through the HTML5 Canvas element as Document Object Model interfaces Developers familiar with OpenGL ES 2 0 will recognize WebGL as a Shader based API using GLSL with constructs that are semantically similar to those of the underlying OpenGL ES 2 0 API It stays very close to the OpenGL ES 2 0 specification with some concessions made for what developers expect out of memory managed languages such as JavaScript WebGL brings plugin free 3D to the web implemented right into the browser Major browser vendors Apple Safari Google Chrome Mozilla Firefox and Opera Opera are members of the WebGL Working Group It feels like someone s missin ing Tags based browser GAMES google o3d webgl Posted in 3d 3D ENGINES TECHNOLOGY 12 Comments IE9 Will Have Hardware Acceleration on the GPU Will Support html5 canvas video Friday March 19th 2010 UPDATE Due to retractions it cannot be entirely confirmed that IE9 will support canvas of html5 spec They are the last browser and they must support it for it to be a real valid solution for 2d animation GPU supported canvas would be a huge innovation but would also most likely kill Silverlight for animation unless they integrate canvas Standards are such a tough bet ask Adobe with the ES4 bet Since standards are so tough to get through and are design by committee many times plugins still have a huge advantage of changing easily We ll keep an eye on IE9 to see if the canvas revolution will happen soon or if it will be years off It will most likely be years off for mainstream at any rate Could it be that Microsoft is innovating again IE9 will supposedly be largely hardware accelerated for all graphical elements and possibly canvas and video html5 tags IE9 test drive preview available here It appears Microsoft has been enjoying the Apple Adobe Google smackdowns on each other got lost in the dust kicked up and just done what many developers want hardware acceleration Firefox 3 7 also has hardware acceleration coming down the pike Specifically IE9 will take advantage of the underlying hardware in different ways both from a visual perspective as well as code execution perspective The MSHTML rendering layer has been enhanced to use Direct2D and DirectWrite instead of GDI Direct2D enables GPU accelerated 2D graphics and text and allows sub pixel positioning In addition the GPU is used for scaling bitmaps are mapped to textures which is ideal for zooming and moving images around the screen This GPU support translates directly into improved readability of pages more precise placement of text and images and smooth scrolling and zooming JavaScript performance is greatly improved from older versions of Internet Explorer and should be competitive if not better than competing browsers In the past JavaScript in IE was interpreted and not compiled into native processor instructions The JavaScript engine now includes a JIT compiler which emits x86 instructions and compiles the code before it runs resulting in a dramatic performance uplift Instruction generation can also be tailored to the underlying processor to take full advantage of the underlying platform IE9 is more standards compliant than previous versions with new support for HTML5 elements such as video CSS3 support and SVG support All graphic elements will be accelerated on the GPU and will enable hardware accelerated rendering contexts for application development improving visual display reducing CPU usage and improving power usage There is no excuse in this age where most people have at least a 32MB cards even on the lowly intel OEM cards to not take some advantage of hardware rendering acceleration for aspects of web content including video 2d games and even 3d There are lots of other areas of browsers and tech that is hardware accelerated such as plugins like Unity and Director waaay before that video and new tools like WebGL O3D Firefox 3 7 is also aiming for hardware acceleration This idea of browser graphical elements not just in a plugin or video player being hardware accelerated is something that might spark some very interesting and innovative experiences I applaud this effort and hope there is truth in it beyond just a preview that has features cut I also hope more browsers and plugins start doing the same besides just IE9 and Firefox This entire blog has pretty much had an underlying hardware rendering acceleration slant I have been pushing this for sometime and I believe the time is coming soon that web developers will be equipped with the power that native and game developers have for graphics soon mainly for applications games and experiences The best news is that IE9 will support html5 and canvas video tags and ensures the new functionality that web developers will be able to use We ll all have to wait for 2 3 years probably before it is something that is 90 saturated and usable in the mainstream market but it is good to know great times lie ahead I can t believe I just wrote about IE possibly innovating ahead of others Tags acceleration anmation browser hardware html5 ie9 RENDERING Posted in 3d 6 Comments EA Using Unity 3D for Tiger Woods Online Saturday September 26th 2009 Electronic Arts is using Unity 3D to develop Tiger Woods Online The game is currently in beta It was announced that they were using the engine in June on their blog but only on the reposted version here not the original post where the engine was just deemed new technology This is a major shift in the game industry and how it is being expanded into online properties that rival or better the console and desktop versions through online communities Quake Live from id software uses their own system that wraps existing games originally developed by Gaim Theory then bought by id Software and instant action technology from garage games that runs instant action All these systems have provided us browser based triple AAA style gaming fun It looks like that movement will continue as more and more game companies and publishers see the valid capabilities of Unity 3D to deliver when you need really deeply immersive 3d experiences in the browser Also other systems like Torque 3D Quake Live technology and more will be seeing this trend continue when it comes to games online It is also becoming a choice for online web based 3d MMOs such as Fusion Fall and Marvel Super Hero Squad Shogun Gamer interview with EA about Unity3D EA Blog Post About Tiger Woods Online Unity 3D blog post about this Tags based browser DEVELOPMENT ea experience game GAMEDEV instant action live online quake TECHNOLOGY tiger torque unity unity 3d unity3d woods Posted in 3d 3D ENGINES 14 Comments WebGL Announced Javascript Controlled OpenGL Standard is Now Official at Khronos Group Who Runs OpenGL OpenVG OpenGL ES Saturday August 8th 2009 So many cool and useful technologies are unveiled at SIGGRAPH every year this year at SIGGRAPH 2009 was no different Khronos Group behind the new guidance of OpenGL OpenGL ES OpenCL OpenVG COLLADA etc came another big announcement about hardware rendering within the browser WebGL is now an official standard being developed at Khronos Group to bring javascript control of OpenGL to browsers Wow Ok so this was officially announced at the GDC in March but limited information but now it has been slated for an official public standard in early 2010 Shortly after the announcement at the GDC we saw Google o3D appear doing exactly that controlling OpenGL through Javascript in the browser but it was still largely software harward hybrid rendered Google Mozilla Opera are part of the companies supporting WebGL which is great for browser support also NVIDIA AMD and Ericsson are in on it Khronos Details WebGL Initiative to Bring Hardware Accelerated 3D Graphics to the Internet JavaScript Binding to OpenGL ES 2 0 for Rich 3D Web Graphics without Browser Plugins Wide industry Support from Major Browser Vendors including Google Mozilla and Opera Specification will be Available Royalty free to all Developers 4th August 2009 New Orleans SIGGRAPH 2009 The Khronos Group today announced more details on its new WebGL working group for enabling hardware accelerated 3D graphics in Web pages without the need for browser plug ins First announced at the Game Developers Conference in March of 2009 the WebGL working group includes many industry leaders such as AMD Ericsson Google Mozilla NVIDIA and Opera The WebGL working group is defining a JavaScript binding to OpenGL ES 2 0 to enable rich 3D graphics within a browser on any platform supporting the OpenGL or OpenGL ES graphics standards The working group is developing the specification to provide content portability across diverse browsers and platforms including the capability of portable secure shader programs WebGL will be a royalty free standard developed under the proven Khronos development process with the target of a first public release in first half of 2010 Khronos warmly welcomes any interested company to become a member and participate in the development of the WebGL specification Google released O3D this year and there are great strides in 3d within the browser from game engine wrapper technologies such as instant action technology gaim theory engine now owned by id Software and runs Quake Live hardware rendered Unity 3D and Torque 3D coming soon and Flash software rendered 3d engines Papervision 3D Away 3D Sandy Sandy also released a haXe version that exports a javascript version and others But it looks like the movement is to bring OpenGL to the web as a standard under the name WebGL this would be great There would still be lots of times where plugins are better now and in the near future but the path is a good one Having a software hardware rendering hybrid like Google O3D for broad video card support some of the painful older intel cards or using a plugin like Unity3D Torque 3D or wrapper technology for bigger engines is a good idea for the time being But the future is grand in this area I think that Google O3D and OpenGL ES success on iPhone games probably combined to get this in motion OpenGL and very basic video cards are now standard in most machines out there Unity3D actually published

    Original URL path: http://drawlogic.com/tag/browser/ (2016-02-09)
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  • *drawlogic » canvas - web, mobile, game + interactive development » canvas » canvas
    our preliminary testing Easel appears to be fully compatible with iOS Android and all major browsers that support the canvas element Lots of great javascript libraries have been made public including such contributions as this Three js 3d canvas svg webgl Lettering js typography audio js audio and many many others a complete pipeline is emerging EaselJS adds to that a helpful flash like api for html5 canvas javascript The API contains these familiar classes for Flash AS3 developers DisplayObject Abstract base class for all display elements in Easel Exposes all of the display properties ex x y rotation scaleX scaleY alpha shadow etc that are common to all display objects Stage The root level display container for display elements Each time tick is called on Stage it will update and render the display list to its associated canvas Container A nestable display container which lets you aggregate display objects and manipulate them as a group Bitmap Draws an image video or canvas to the canvas according to its display properties BitmapSequence Displays animated or dynamic sprite sheets images with multiple frames on a grid and provides APIs for managing playback and sequencing Shape Renders vector drawing instructions within the context of the display list EaselJS Grant Skinner Post on EaselJS EaselJS Examples game sparkles rollover drag drop localToGlobal globalToLocal sprite sheets Tags canvas easeljs frameworks html5 JAVASCRIPT libraries svg webgl Posted in Uncategorized Comments Off Adobe Illustrator AI to Canvas Exporter for html5 Sunday October 31st 2010 Helpful tool for taking vector art from Adobe Illustrator ai assets and exporting them as html5 with canvas script It is a visitmix lab product so it is a Microsoft tool Mike Swanson has builtmany great conversion tools for interactive such as SWF2XAML silverlight wpf markup AI Canvas video AI Canvas docs Michael Swanson on AI Canvas Intro to the plugin Download the AI Canvas plugin Tags ADOBE ai canvas html5 illustrator JAVASCRIPT STANDARDS VECTOR Posted in MICROSOFT STANDARDS TOOLS Comments Off Adobe Demos Flash to HTML5 Conversion Tool Friday October 29th 2010 John Nack from Adobe has been presenting Adobe tools exporters to html5 recently One is a Flash to html5 convertion tool It looks good for converting flash vector assets to html5 but you could also use the Illustrator exporter to html5 canvas svg for static assets This converter doesn t appear to do anything for scripted animation or code just exporting assets via old skool timeline But this is definitely the right idea Tags ADOBE canvas exporter FLASH html5 illustrator svg Posted in ADOBE STANDARDS TECHNOLOGY 1 Comment IE9 to Support canvas Tag All Canvas 2D Element APIs html5 Wednesday June 23rd 2010 Wow IE9 just set it in motion Canvas 2D is now really on the horizon for all browsers IE9 preview now supports the canvas tag and all canvas element APIs and most Canvas 2D context APIs and attributes Features Available Canvas In the latest Platform Preview we support all Canvas element APIs and most Canvas 2D Context APIs and attributes Features Partially Implemented Canvas globalCompositeOperation The latest Platform Preview does not include support for the globalCompositeOperation attribute DOM Exceptions The latest Platform Preview does not include support for Canvas 2D Context DOM Exceptions drawFocusRing The latest Platform Preview does not include support for the drawFocusRing Focus management API This is pretty amazing even though it has been hinted at by other news previously from AMD Why should we care what Internet Explorer is up to Well the dream of standards across web browsers seems to be materializing for html5 and more importantly canvas 2d Even with Silverlight Microsoft has decided to join the party and upgrade the web on some great standards to build even more innovative platforms on top of Some may see this as a death knell for Silverlight Flash etc but I do not see it that way I see canvas as a competing interactive technology but many times technologies bind together for a better experience they also drive one another to innovate Much like Silverlight pushed Flash and Silverlight was created because of Flash those two technologies brought on canvas 2D and more graphical capabilities for the web in the interactive game and application space As javascript execution has sped up so has the graphical capabilities of browsers now What is not to like about that if you are an interactive developer Canvas Flash Silverlight are all for the most part still software CPU accelerated The question is who will start the hardware acceleration of canvas and competing technologies even further to bring us closer to OpenGL ES WebGL in the browser Ars Technica states that IE9 will have hardware accelerated canvas in addition to SVG but that doesn t seem to be officially stated anywhere by Microsoft yet that I can find AMD has hinted at it and previous news about SVG being hardware acclerated Time will tell and it will be a HUGE boost to the browsers that do of course we need all of them to do it to be worthwhile for mainstream content Ars on the hardware accelerated canvas support What does come as a surprise is canvas support Microsoft has been promoting Internet Explorer 9 s support of SVG which provides vector graphics capabilities within the Web browser but thus far has kept quiet when asked if it would support the canvas bitmap graphics specification Not only is canvas being supported it is also being hardware accelerated continuing Microsoft s efforts to give Web applications the ability to exploit the extensive hardware capabilities of modern PCs Of course we should tread carefully here there is still a big chance that portions of the canvas 2d spec will not be implemented exactly the same or some browser may have missing features much like CSS and javascript evolution For instance the most Canvas 2D Context APIs and attributes is something I hope is addressed in the final IE9 If you are gonna spend the time implementing a standard do

    Original URL path: http://drawlogic.com/tag/canvas/ (2016-02-09)
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  • *drawlogic » firefox - web, mobile, game + interactive development » firefox » firefox
    rendering Windows XP users will also enjoy hardware acceleration for many operations because we re using our new Layers infrastructure along with DX9 And of course OSX users have excellent OpenGL support so we ve got that covered as well The javascript engine JaegerMonkey is comparably fast to SunSpider and V 8 javascript benchmarks and has support for EC5 javascript And you might have noticed that it s really fast This is the world s first third generation JavaScript engine using Baseline JIT technology similar to engines found in other browsers and kicked up a level with the Tracing engine found in Firefox 3 6 As such we re competitive on benchmarks such as Sunspider and V8 but we re also fast at a whole mess of things that we expect to see in the set of next generation web applications hence Kraken WebConsole looks like they are joining Chrome and Safari with built in inspection tools similar to Firebug however Firebug still available Firefox 4 will include the Web Console This is a new tool that will let you inspect a web page as it s running see network activity see messages logged with console log see warnings for a page s CSS and a number of other things Note this that is something that we ll be including with Firefox 4 directly It s not an add on Also Firebug will be ready for the final Firefox 4 release Firefox 4 has other improvements like layering in memory retained layers caching scheduling improvements and lots of other performance enhancements 2011 is looking like the year all this is coming together at least for Chrome Firefox possibly Safari need WebGL in main release and IE is still the biggest problem to getting WebGL At this point WebGL looks like it is still over a year out as it may not come to IE until IE10 or possibly never the WebGL 1 0 spec is on the fast track though don t we all love Khronos They have been amazing with OpenGL since they took over html5 is looking like it will be close to mainstream by the end of this year depending on the install rate of IE9 when released The world is waiting to see if Microsoft implements WebGL or tries the old DirectX D2D only ways Nevertheless getting a push for hardware acceleration and fast renders in 2d 3d is a very sweet direction Tags browsers canvas chrome firefox html5 ie PERFORMANCE RENDERING Safari webgl Posted in STANDARDS TECHNOLOGY Comments Off Recent Posts Unity 5 WebGL and the Plugin pocalypse Lime OpenFL Haxe Cross Platform Development Breakouts Comparison of JavaScript Game Engines via Breakout Snap svg SVG Vector Javascript Library Unity 4 2 Includes New Platforms Features Windows Phone New Micro Game Consoles TV Apps Games Controlled with Phones Tablets and Handhelds Unity 4 1 Apple TV AirPlay and the New Consoles Unity 4 Live Unity 4 Public Beta Cocos2d x C Port of Cocos2d for iOS

    Original URL path: http://drawlogic.com/tag/firefox/ (2016-02-09)
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