archive-com.com » COM » D » DRAWLOGIC.COM

Total: 771

Choose link from "Titles, links and description words view":

Or switch to "Titles and links view".
  • *drawlogic » export - web, mobile, game + interactive development » export » export
    Except now it is exported for and running in the Flash Player Unity provides the 3d editor pipeline tools that are arguably the best for web mobile desktop console games Flash it ubiquitous across all browsers and Unity content will be seen more often if users already have Flash and don t need to download the Unity WebPlayer plugin I do hope the Unity WebPlayer stays strong but if Flash 3D Stage3D low level player can integrate 3d with user interfaces kind of like how games use scaleform for killer interfaces layers on and into high quality hardware accelerated games then we are all in for a treat both developers designers and consumers Unity is smart to provide more and more platform exports that are solid but I d also like to see exporting to html5 WebGL But for controlling the experience entirely in a plugin today Unity and Flash are the top two interactive and gaming plugins that provide tremendous content and opportunity for the web Unity also provides for better low level export to Android and iOS in addition to desktop mac and pc consoles Seems like Adobe should buy Unity soon but hope that they don t sometimes as the competition is nice How are the new Stage3D APIs different from the 3D functionality introduced in Flash Player 10 In Flash Player 10 we introduced APIs that allowed ActionScript developers and designers to apply 3D effects to 2D content Those 3D effects allow developers to add perspective and projection to content which could also be described as 2 5D or postcards in space Additionally these 3D effects are software rendered and cannot be used for highly complex scenes with a lot of content to render The new low level APIs will provide advanced 3D and 3D engine developers the flexibility to leverage GPU hardware acceleration for significant performance gains Today Flash Player renders thousands of non z buffered triangles at approximately 30 Hz With the new Stage3D 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 Why is Adobe adding 3D functionality to Flash Player 3D has been one of the most popular requests from our customers Enabling true 3D experiences in Flash Player aligns with Adobe s commitment to innovation and delivering a more complete Flash Platform Adobe evolved the web with video and now we are going to evolve the web again with 3D From interactive websites e commerce and marketing to gaming 3D will be available to everyone everywhere Does this mean the 3D APIs introduced in Flash Player 10 will be deprecated No the initial 3D APIs introduced in Flash Player 10 continue to provide designers interactive designers and developers a simple way to apply 3D effects to 2D

    Original URL path: http://drawlogic.com/tag/export/ (2016-02-09)
    Open archived version from archive


  • *drawlogic » molehill - web, mobile, game + interactive development » molehill » molehill
    re proud Gold Sponsors Adobe has announced the public availability of a beta version of the Flash Player codenamed Molehill that has a very interesting new feature hardware accelerated 3D support Molehill exposes a very low level shader based interface to the graphics hardware Adobe has decided to focus on that low level part and do that really well The molehill pre release will not be shipping with a 3D engine scene building tools model and animation importers exporters physics lighting or lightmap creation tools etc The article states that Unity will be keeping the Unity Player and the developer will decide when to target Flash or Unity Players or other platforms like desktop mobile that are currently available and use the rendering platforms that work best with each DirectX OpenGL OpenGL ES Molehill maybe WebGL in the future There is no announcement of a date but Unity is pretty fast to add updates and new platform versions so if they take this on they will ship Currently they mention using Unity and coding with AS3 within Unity script or using Mono NET C Javascript Boo as currently used An intersting option is using Unity to create content and code in C Javascript over AS3 Unity addresses these issues here Q Is this the end of the Unity s own Web Player Absolutely not The Flash and Unity Web Players both have their strengths We re excited by the opportunity to target the Flash Player and all of its features with Unity but there will be plenty of experiences that the Unity plugin is better suited for It will be up to developers in the end to decide whether they want to target only the Flash Player only the Unity Web Player or some combination of the two now things are getting interesting Q What programming language will I use You ll have two options For people with a Flash background Target our ActionScript API directly from Flash Think var go GameObject new GameObject Just normal ActionScript 3 code For people with a Unity background Script your content in C JavaScript Boo like you re used to and have Unity automatically translate it to ActionScript when you hit publish Adobe is good to move to a model where hardware acceleration is part of the platform Since Molehill is low level and competing products like Unity WebGL and others would take that in time opening it so others can build tools on their platform will attract interesting new developments like this Tags ADOBE AS3 C GAMEDEV gdc molehill platform unity unity 3d Posted in 3d 3D ENGINES ADOBE AS3 ENGINE TECHNOLOGY 2 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

    Original URL path: http://drawlogic.com/tag/molehill/ (2016-02-09)
    Open archived version from archive

  • *drawlogic » ACTIONSCRIPT3 - web, mobile, game + interactive development » ACTIONSCRIPT3 » ACTIONSCRIPT3
    Thibault has a list of available Molehill enabled 3D engines already Alternativa3D Away3D Coppercube Flare3D Minko Sophie3D Yogurt3D Zest3D Also a test of hardware accelerated molehill vs software rendered flash Check 2D animation with the display list check your CPU usage Check 2D animation with Molehill check your CPU usage Tags 3d ADOBE API FLASH GAMEDEV molehill unity unity 3d Posted in 3d 3D ENGINES ACTIONSCRIPT3 ADOBE TECHNOLOGY 3 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 Interesting JITB Flash Player Saturday August 21st 2010 Here s a look at another interesting flash player implementation by Joa Ebert using Java with OpenGL rendering support It is at an early stage but has the right idea in hardware rendering to OpenGL which is easily cross platform and mobile capable with speed This project is pretty new but there is work to make it web browser capable either in a java applet or a plugin for IE FF WebKit etc but there are also others that are out there using alternative renderers Most of these are in early development with varying support and do not currently compare to Adobe s Flash Player versions However the hardware rendering ones like JITB may beat it fairly quickly once all the other features are added Complete OpenGL based renderers like Unity or WebGL are fast and can run pretty heavy rendering because of hardware acceleration for all drawing and native support Other Flash Player implementations Lightspark AS3 script via LLVM Written in C very portable for native OpenGL accelerated rendering Smokescreen runs in Javascript Canvas html5 limited support Swfdec Firefox plugin Early development Gnash flash 7 9 support Flash Players that use OpenGL as the renderer are nice because cross platform support is easier The reason why OpenGL is a great idea is it is so cross platform on desktop and on mobile it is also coming soon in WebGL for the browser hopefully Versions of OpenGL and support OpenGL ES OpenGL ES 1 1 OpenGL 1 5 and lower fixed function Android iOS devices 3rd gen and lessx OpenGL ES 2 0 OpenGL 2 current version 4 1 shader capable iPhone 3GS or later iPod Touch 3rd generation and later and iPad Android 2 2 WebGL OpenGL Windows OSX Linux There is still a clear open field for an open source player to match something like Moonlight for Silverlight or hardware rendered canvas WebGL would be great to have in time if it gets support but it is also nice to have a compiled language in the content that works in the player faster than scripting but with the ease of scripting Plugins are still very relevant if they can address that Tags FLASH JAVA JAVASCRIPT jitb open OPENGL opengl es player source Posted in 3d ACTIONSCRIPT ACTIONSCRIPT3 AS3 FLASH PROGRAMMING RENDERING TECHNOLOGY 1 Comment ASBlender Library to Use Blender Files Directly in Flash Wednesday January 27th 2010 Tim Knip a papervision core developer has brought a pipeline improvement for users of Blender to import blender files directly into papervision and as3 This allows you to get at the blender objects or blender DNA as it is called that construct the 3d scene within Blender Unity3D has a great workflow that includes this where you can update your blend file and then it updates in the Unity IDE this work by Tim creates a similar workflow for Flash recompile would be needed to show if embedded Typically exporters are made from the 3d IDE SDKs such as Blender using Python to export to COLLADA or other formats But here Tim is parsing the source file directly This also opens up the possibility to make other exporters from more simplified Flash AS3 code rather than learning a new IDE SDK just for an exporter I am not sure how much people want to embed blend files with their applications as there is more information in the blend file for the Blender app and it will add to the download But what this might do it inspire others to create simplified exporters from Tim s work for Blender to COLLADA 3ds and more that work well with papervision and flash 3d engines directly in Flash So instead of learning each IDE to build an exporter that is the same this solution could act as a proxy or middle man to simplify exporter creation pretty much any Flash coder that understands 3d could build one from blend files at a minimum If it was made as a higher level abstraction so the 3d software source could be swapped out it may open up simplified exporter tools a bit Since it is really just reading the binary data in the file in theory other formats could do the same 3dsmax Maya Milkshape etc There is a whole host of opportunities with this new tool It is definitely nice to have this as I use Blender for Flash 3D and Unity 3D most often It will be interesting to see how this evolves Note from Tim on the tool I created a library to read Blender files blend directly So no more headaches with broken exporters Grab the code here http github com timknip asblender tree papervision3d Here s a first example https dl dropbox com u 438592 blender PapervisionTest swf And its code http github com timknip asblender blob papervision3d src PapervisionTest as ASBlender is simply a library which reads everything in a blend file So in theory you could grab materials animations armatures the works But its up to you to grab the relevant bits since all the data is accessible Of course this means you need to study the blend format see http wiki github com timknip asblender for more information Sample Code Snippet posted by Tim Embed source assets crystal cube blend mimeType application octet stream public var BlenderData Class var blend BlendFile new BlendFile blend read new BlenderData if blend scenes length Blender can have multiple scenes don t know yet how to grab the active scene buildScene blend scenes 0 Prints out the DNA as contained in the blend private function printDNA blend BlendFile void var struct DNAStruct var field DNAField for each struct in blend dna structs var type String blend dna types struct type trace type for each field in struct fields trace field type field name private function buildScene scene Object void var obj Object scene base first while obj grab the Blender Object The Blender Object defines rotation scale translation etc var object Object obj object trace Object name object id name type object type matrix object obmat for var key String in object trace key if object data switch object type case 1 Mesh trace Mesh object data id name buildMesh object data break case 10 Lamp trace Lamp object data id name break case 11 Camera trace Camera object data id name break default break obj obj next private function buildMesh mesh Object void var numVertices int mesh totvert var numFaces int mesh totface var i int trace verts numVertices for i 0 i github repo for ASBlender Blog post about it by Tim Another great tool 3ds js parser also released by Tim Tags 3d as AS3 asblender blender FLASH parser Posted in 3d ACTIONSCRIPT ACTIONSCRIPT3 AS3 Uncategorized 1 Comment Flash CS5 Will Compile Native iPhone and Touch Games and Applications Coded in AS3 Monday October 5th 2009 Well good news for Flash developers Flash CS5 will finally compile to native iPhone and Touch Applications This is great news for many developers out there who have stuck with the Flash platform I am sure there will still be limitations to what you can do with Flash on the iPhone and it will probably be mostly 2D games and apps but this is a great start to getting the Flash platform truly mobile and up to the rest of the industry Flash Professional CS5 will enable you to build applications for iPhone and iPod touch using ActionScript 3 These applications can be delivered to iPhone and iPod touch users through the Apple App Store A public beta of Flash Professional CS5 with prerelease support for building applications for iPhone is planned for later this year Sign up to be notified when the beta starts I have been questioning why they have not moved to this model before when others are doing so such as haXe Unity3D and MonoTouch Getting Flash on the web browsers on a mobile is hard because Flash is pretty CPU intensive on embedded devices which is really where computers were in the late 90 s and close to 400 600 MHz processors Today these machines wouldn t be able to run Flash very well and that is the same effect you get on a mobile phone But cross compiling to native similar to how Unity 3D does it or other solutions like MonoTouch and XNATouch this is the best solution until mobile embedded devices have 1GHz processors and more than 500MB of memory Adobe is using LLVM much like the Alchemy model to achieve getting AS3 content onto an iPhone Touch with AOT or Ahead of Time compilation rather than JIT compilation So how do you build an application for the iPhone It s simple really The forthcoming beta of Adobe Flash Professional CS5 incorporates the ability to create an iPhone application You have access to nearly all the AIR 2 0 and Flash Player 10 1 APIs For example you can use APIs such as RTMP Remote Shared Objects and AMF as well as AIR APIs like SQLite and filesystem access For more information see the developer FAQ on Adobe Labs I am glad to see Adobe finally moving on mobile platforms beyond Flashlite Flashlite is a poor solution in most cases on embedded devices because they really need native apps to perform again due to the hardware limitations and it is a whole new platform to learn Adobe is doing the hard work to make it easy to get developers content on the new embedded devices that are storming the world such as the iPhone and Touch Info on the CS5 Beta Sign up for the beta of CS5 FAQ on Flash iPhone Applications Developer article on how the LLVM cross compiling will work Flash 10 full version on all phones by Q2 2010 except iPhone Tags actionscript 3 AS3 compile cross cs5 embedded FLASH iPhone llvm monotouch touch xnatouch Posted in ACTIONSCRIPT ACTIONSCRIPT3 ADOBE APPLICATIONS ARCHITECT AS3 10 Comments Haxe Sandy Ability to Generate a 3D Javascript Engine Port of Sandy for Canvas Thursday July 16th 2009 Haxe Sandy is a version of Sandy that can export to an experimental Javascript 3D engine taking advantage of the canvas element There are some great demos that run smoothly in canvas capable browsers and very smooth in Chrome Demos of Haxe Sandy Displaying a model Getting Started Model Loading Physics Shading Tweening Skybox Primitives Sandy was actually the first open source 3d engine in flash maybe this will be a trend building in haXe for export to flash and javascript It certainly looks like a great start and would make a very nice platform for 3d on the web allowing Sandy or other flash libraries to run in Flash and Javascript by writing in an abstraction platform like haXe Other libraries like Motor2 Physaxe haxe3D PureMVC and more have haXe versions Still very experimental but a possible need when Flash and canvas are both in the market in the future Right now it is still all Flash Haxe Sandy Haxe Sandy Demos Haxe Sandy Tutorials by Matthew Casperson Haxe Sandy Download Download sources Download API documentation Download all examples to get started via Matthew Casperson at devmaster net Tags 3d canvas ENGINE HAXE html5 hx JAVASCRIPT motor2 port puremvc SANDY web Posted in 3d 3D ENGINES ACTIONSCRIPT ACTIONSCRIPT3 ARCHITECT AS3 GAMEDEV GAMES HAXE JAVASCRIPT OPEN SOURCE PROGRAMMING RENDERING SANDY STANDARDS TECHNOLOGY Comments Off AS3 Library for OAuth with Twitter for AIR Apps Wednesday July 8th 2009 AIR is very popular for creating twitter clients Sönke Rohde just made it much easier to make AIR apps for twitter with an AS3 library for Twitter This library is built on top of core oauth as3 library by iotashin Core OAuth as3 library is a standard OAuth library this can be used for your own OAuth backends or connecting to other OAuth services as well A very nice feature of this library in addition to being coded cleanly and as3 style is the ability to have the Twitter OAuth page render inside of Flash Instead of opening the Twitter authorization page in the browser the library also contains OAuthLoader which is a wrapper around HTMLLoader which enables to directly show the authorization page within an AIR window use this in the requestTokenHandler instead of navigateToURL var loader OAuthLoader new OAuthLoader loader load request loader percentWidth 100 loader percentHeight 100 var w Window new Window w width 800 w height 400 w title req url w addChild loader w open Shannon Hicks core oauth as3 library High level AS3 Flex library for OAuth oauth as3 Google Code page OAuth Twitter OAuth FAQ Twitter API Documentation Getting Started with OAuth Tags ACTIONSCRIPT AIR API application AS3 CODE core library oauth twitter Posted in ACTIONSCRIPT ACTIONSCRIPT3 APPLICATIONS ARCHITECT AS3 DEVELOPMENT FLASH FLEX OPEN SOURCE STANDARDS SYNDICATION TECHNOLOGY 5 Comments haXe on the iPhone with hxcpp Flash 9 API to C for Mobile Friday June 19th 2009 haXe is an interesting programming language that allows abstracting the source from platform target It outputs for targets such as Actionscript and Javascript from haxe language source But haXe can also output to native code to run on Windows Mac OSX and Linux Well because of this it is possible to run haXe on the iPhone The gamehaXe site has found a way to get haXe to compile to iPhone via hxcpp which creates a C output from haXe code very similar to Actionscript 3 I am a bit late to the party but this is great news It uses the NME library which will allows

    Original URL path: http://drawlogic.com/category/actionscript3/ (2016-02-09)
    Open archived version from archive

  • *drawlogic » Blender to AS3 Exporter for Papervision 3D, Away 3D and Sandy Updated by Rozengain - web, mobile, game + interactive development » Blender to AS3 Exporter for Papervision 3D, Away 3D and Sandy Updated by Rozengain » Blender to AS3 Exporter for Papervision 3D, Away 3D and Sandy Updated by Rozengain
    blender exporter FLASH papervision 3d pipeline plugin SANDY workflow This entry was posted on Sunday June 14th 2009 at 1 27 pm and is filed under 3d 3D ENGINES ACTIONSCRIPT ACTIONSCRIPT3 AS3 AWAY3D blender FLASH GAMEDEV GAMES PAPERVISION RENDERING SANDY TECHNOLOGY TOOLS Uncategorized You can follow any responses to this entry through the RSS 2 0 feed Both comments and pings are currently closed http collada org remi Instead of creating an exporter to AS3 for ONE modeler why not creating a COLLADA AS3 converter as a stand alone application This would enable anybody to use this compiler rather than limiting to Blender users http drawk com drawk Remi True COLLADA is a great format but there are still differences and variations in exporters In fast you d think that Autodesk products 3dsmax maya etc would have better common output of this format but more focus has gone into FBX a proprietery Autodesk format I think a standalone COLLADA to as3 converter would be excellent and a great project but it seems easier than it is whenever you deal with exporters and formats There are just so many edge cases 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 Android Desktop Unity 3 5 Available Awesome Flash Export NaCL Export Needed Pipeline Improvements Unity 3 5 Preview Available Includes Unity to Flash Stage3D Export HTML5 Market Ready A Gift to html5 Web Developers and Web Users from Microsoft Silent Automatic IE Updates Onward Unreal Engine 3 Exporting to Flash 11 Stage3D Unity Exporting to Flash 3D Molehill now called Stage3D Preview Hardware Acceleration on the Web The Next Interactive Web is Materializing Microsoft s Answer to WebGL Silverlight 5 3D Hardware Acceleration XNA RageSpline for Unity 2D Spline Vector Tool cocos2d Now 1 0 and New Project cocos3d WebGL Spec 1 0 Now Final From Khronos Adobe AIR and Flash 3D API Molehill Preview Released Unity Building In Flash 3D Molehill Export Support Cocos2D Javascript Javascript Port of Cocos2D Game Engine Firefox 4 WebGL enabled Hardware Acceleration Faster Javascript WebConsole Adobe Flash Vs Unity The Near Future Of Hardware Accelerated Web Games EaselJS html5 Flash like Javascript Library by Grant Skinner WebGL Will Be Part of Chrome 9 Regular Releases WebSockets Now Available Across iOS Devices with 4 2 Update Adobe Illustrator AI to Canvas Exporter for html5 Adobe Demos Flash to HTML5 Conversion Tool Is Silverlight Done Microsoft Shift in Strategy to html5 Adobe Finally Hardware Accelerating Flash for 3D Impact Javascript Game Engine Demo for iOS Archives March 2014 2 December 2013 1 November 2013 1 July 2013 1 June 2013

    Original URL path: http://drawlogic.com/2009/06/14/blender-to-as3-exporter-for-papervision-3d-away-3d-and-sandy-updated-by-rozengain/ (2016-02-09)
    Open archived version from archive

  • *drawlogic » ACTIONSCRIPT - web, mobile, game + interactive development » ACTIONSCRIPT » ACTIONSCRIPT
    Integration and more with Open Computer Vision Library for Flash Monday March 16th 2009 Libspark from Japan is a treasure trove of great flash advancements they seem to realize the great things that can come from porting in existing solid libraries from C C etc into flash and have been scoring lately including augmented reality in flash porting the ARToolkit to FLARToolkit Recently a port of openCV for as3 called Marilena was found and it is for object detection and decent facial recognition it is a computer vision library from intel considering the processing power needed to do this Face Detection Here is the sample included with Marilena showing facial detection on an image Lots of recent action has blown up on this front from Mr doob quasimondo optimizing the Marilena classes for better performance and Boffwswana Also there is a kit called deface by sshipman that is the first foray into this a year ago doing similar things but it was just a bit before it s time and a bit slow in previous versions of flash it performs decent now in this sample Flash 10 performance of the AVM2 and future directions with Alchemy will lead to more interesting stuff just like this Mr doob head tracking sample be sure to check lots of other examples there Boffswana example of head tracking Johnny Lee Wii style with only a webcam and flash no wiimote needed since it uses facial detection to check where you are and how close you are in the screen and then moves accordingly This is stemming from the recent explosion of the FLARToolkit and augmented reality in flash as well as the gimmicks used by Nintendo with the wii and Johnny Lee s great head tracking advancements Porting great libraries to flash seems to be the phase we are entering now judging by the recent excitement around Adobe Alchemy and the LLVM along with the lead from the libspark org contributors We have also seen this heavily last year in ports of Box2D for 2d physics and other toolkits using established working code and porting that to flash now that is is mostly capable of handling the performance OpenCV Open Computer Vision Library by Intel is quite a powerful platform that allows you to do all this and now it is available in flash There are other great libraries for nearly all platforms now I have done some previous work with Aforge which is also a port of OpenCV mainly for motion detection This was always around but not until the recent performance updates and the innovation that has come with Alchemy and the thinking that goes along with that porting in libraries to flash from C C etc has allowed this to flourish in flash and thus the web The amazing new things we can do with flash by porting in existing libraries is only going to get more intense as alchemy and flash 10 are even more mainstream It is almost as if Flash will eventually just become a web renderer and simplified front end to many great toolkits that exist in more native environments like C C but with the speed and distribution access of the web with Flash Exciting times ahead Tags 3d ACTIONSCRIPT AS3 detection face FLASH flash 10 head libspark marilena MOTION opencv recognition tracking visual Posted in 3d 3D ENGINES ACTIONSCRIPT ACTIONSCRIPT3 ADOBE ALCHEMY APPLICATIONS ARCHITECT AS3 BEST OF CODE ENGINE FLASH FLEX GAMEDEV GAMES LIBRARIES MOTION OPEN SOURCE PAPERVISION PERFORMANCE PROGRAMMING RENDERING TECHNOLOGY TOOLS Uncategorized 5 Comments AS3 Data Structures for Game Developers Ported to haXe as hx3ds Which Performs Faster Friday March 13th 2009 Polygonal labs maker of some of the best demos information and tools for AS3 since inception updated the killer AS3 Data Structures for Game Developers and ported it to haXe Of course along the way making many improvements and showing great information on how and why the haXe version is faster which mainly boils down to a more strict virtual machine but flexible still with generics haXe is fast because it is a very highly optimized virtual machine language with compiler and could be called a virtual machine to target other VMs similar to LLVM with the ability to target the Neko VM AVM2 or Javascript it is more than just a language by Nicolas Cannasse that may one day overtake directly coding for the AVM2 or maybe we will even see haXe have more influence on flash soon for performance gains Some of the Alchemy LLVM virtual machine work is similar in nature to what haXe does and helps the language become an abstraction and translates into highly optimized code from very powerful and productive language syntax Anyways I ramble be sure to check out Data Structures for Game Developers by Polygonal Labs now ported for haXe as hx3ds if you are doing any sort of work in AS3 or haXe for AS3 it will be worth your while and provide a very common and useful data structures capabilities into your production that is highly optimized from one of the best AS3 developers As the name suggests hx3ds is a port of as3ds for haXe and is now available at lib haxe org hx3ds only supports the flash player 10 target as it makes extensive use of the Vector class If you need data structures that compile across all platforms take a look at colhx instead Here s a list of new features orders of magnitude faster collections now support clone and shuffle operations object pooling framework revised graph tree and linked list classes memory manager for the virtual memory API more on this soon The Structures Included 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 This is the fastest method in flash to simulate multi dimensional arrays and outperforms the nested array method because multiple array lookups are slower compared to

    Original URL path: http://drawlogic.com/tag/actionscript/ (2016-02-09)
    Open archived version from archive

  • *drawlogic » ACTIONSCRIPT3 - web, mobile, game + interactive development » ACTIONSCRIPT3 » ACTIONSCRIPT3
    arrayed and linked A stack is often not used directly but a very important concept in programming Please note that a queue and a stack are not real structures because they just define how data is accessed rather then stored Tree A node based structure Every tree starts from a single node called the root node The root node can contain any number of child nodes and every child node can again contain children A tree node with no children is called a leaf node In fact if you draw the nodes of a tree it looking like a real tree with branches The AS3 display architecture is also a tree structure so you could use this to manage your display objects and update them by traversing through the tree Also this is useful for decision trees BVHs storing a plot line or storing data recursively by applying the composite pattern 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 trees are very often used for parsing input data for example arithmetic expressions or when building a scripting system Binary Search Tree BST and Hash Table Both structures store data that can be retrieved quickly by using a key The method however differers greatly The BST uses a recursive approach to split up large amounts of data into smaller sets A hash table stores sparse key based data using a hash key in a small amount of space 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 Other benefits are that you can insert and remove data quickly by just calling the appropriate method on the node itself you don t have to manage array indexes Also in AS3 object access is faster than array access so it competes very well in terms of performance when iterating over the list Heap and Priority Queue A Heap is a special kind of binary tree in which every node is bigger than its child nodes Whatever you throw into a heap it s automatically sorted so the item with the most significant value depending on the comparison function is always the front item A priority queue is build upon the heap structure and can manage prioritized data which can be used in limitless ways Graph A graph is a loose node based structure Nodes are connected with arcs and every node can point to any other node They can also point to each other creating a bi directional connection It is essential for path finding AI soft body dynamics with mass springs systems and a lot more 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 I currently can t think of a reasonable application because usually you should have enough memory but it s nice to have because it shows basic bit masking operations Tags ACTIONSCRIPT ACTIONSCRIPT3 array2 array3 AS3 bitvector DATA graph HAXE port queue structures VECTOR Posted in ACTIONSCRIPT ACTIONSCRIPT3 APPLICATIONS ARCHITECT AS3 FLASH FLEX GAMEDEV GAMES HAXE LIBRARIES OPEN SOURCE PERFORMANCE PROGRAMMING STANDARDS TECHNOLOGY 4 Comments AS3 Tween Engines Getting Lighter with GTweeny ByteTween TweenLite and TweensyZero Thursday February 5th 2009 Recently two compact tweening engines have been released Grant Skinner s GTweeny and laborat s ByteTween This adds to the two that focus on micro tween kit sizes in TweenLite and TweensyZero Basically these engines look to be micro and provide pretty nice features while being so small Micro tweening engines like GTweeny 3k ByteTween 1 7k TweenLite 2 7k TweensyZero 2 9k and Tweener 9k have varying levels of support of features Tweener being the most loaded with color and filter support without other kits just init also TweenLite with a nice configurator to include only what you need Micro kits have benefits when used for banners animated assets where you have many assets and the per asset savings is worthwhile and other places you just want really small output Light Transition ByteTween 1 7k This kit has a c version as well as a small as3 bytetween version The ByteTween static class eats only 1 7K of compiled clip With this size it supports Creation of tweens of any numeric property not color uint properties Pause Unpause Cancel operations based on the tween target and property Overlap system that cancel tweens of same property in order to avoid erroneous behavior Alpha tween with negative alpha support negative alpha sets the MovieClip visibility to false scale tween of both scaleX and scaleY properties OnComplete callback with any number of parameters Easy interface for creating new tweens Download light transition CS 0 5a zip zip c version Download thelab ByteTween zip TweenLite 2 7k base SPEED I m not aware of any popular tweening engine with a similar feature set that s as fast as TweenLite See the speed comparisons yourself Feature set In addition to tweening ANY numeric property of ANY object TweenLite can tween filters hex colors volume tint saturation contrast frames and even do bezier tweening plus LOTS more TweenMax extends TweenLite and adds even more capabilities like pause resume rounding event listeners timeScale and more Overwrite management is an important consideration for a tweening engine as well which is another area where the GreenSock tweening platform shines You have options for AUTO overwriting or you can manually define how each tween will handle overlapping tweens of the same object Expandability With its new plugin architecture you can activate as many or as few features as your project requires Or write your own plugin if you need a feature that s unavailable Minimize bloat and maximize performance Management features TweenGroup makes it surprisingly simple to create complex sequences and groups of TweenLite Max tweens that you can pause resume restart or reverse You can even tween a TweenGroup s progress property to fastforward or rewind the entire group sequence Ease of use Designers and Developers alike rave about how intuitive the GreenSock tweening platform is Updates Frequent updates and feature additions make the GreenSock tweening platform reliable and robust AS2 and AS3 Most other engines are only developed for AS2 or AS3 but not both Download TweenLite TweensyZero 2 9k base Here are some simple steps to help you get started with creating your first animations with TweensyZero TweensyZero is a light weight version of Tweensy most core features found in Tweensy are available to TweensyZero Documentation for TweensyZero can be found under the folder documentation zero or online Download TweensyZero gTweeny 3k gTweeny is gTween s lightweight younger sibling It strips a lot of the secondary features of GTween proxy timing modes etc in favour of smaller file size It is currently under 3kb Download gTweeny Here is a list of all open AS3 Micro Tweening engines 5k ByteTween 1 7k TweenLite 2 7k TweensyZero 2 9k gTweeny 3k Here is a list of all open AS3 Tweening engines and base kits Animation Package AS3 Animation System 2 1 AS3Easing Go base animation kit create your own tween engine gTween KitchenSync Twease Tweener 9k Tweensy TweenLite TweenMax The decision on which to use can be affected be features you want how it feels many use the same object syntax so it is dynamic what performance do they have all are orders of magnitude faster than the built in tween flash or transitions mx flex which size is ok author community support needed some are more active than others adding features or simplifying and tweaking performance methodically and many other factors There are definitely plenty to choose from Speed Tests for many Tween Engines Green Sock Tweening Comparison Tool Moses Benchmarking Tool relative comparison against SimpleAS3Tween sample For more on each features see their sites or these previous lists on tweening engines Updated List of Best Animation Packages for AS3 Tags ACTIONSCRIPT3 ANIMATION AS3 bytetween FLASH FLEX gtween gtweeny transition tween tweener tweenlite tweenmax tweensy tweensyzero Posted in NET ACTIONSCRIPT ACTIONSCRIPT3 ANIMATION AS3 DYNAMIC EFFECTS FLASH FLEX GAMEDEV GAMES OPEN SOURCE PROGRAMMING TECHNOLOGY Uncategorized 10 Comments AS3 Wonderfl Site Compiles Code to Flash Dynamically with Community Monday February 2nd 2009 Don t know how I missed this but just this last month a new site has launched called wonderfl that allows quick as3 compilation side by side that is encouraged by community and similar to a demo scene This could be great for generating new ideas much like machima and demo scenes have done in the past This stype of stuff goes down with the flash community anyways but being able to do it on a site and fork and evolve scripts and game it is a great idea Effects with filters bitmaps pixel manipulation pixel bender and papervision would benefit greatly from the type of innovation that could happen here quickly in small doses See what you can throw down maybe some fireworks forked from forked from forked from PS2 Firework Particles and Motion blur wonderfl build flash online Tags ACTIONSCRIPT ACTIONSCRIPT3 AS3 FLASH FLEX Posted in ACTIONSCRIPT ACTIONSCRIPT3 AS3 CODEPROJECT DEVELOPMENT MULTI USER PROGRAMMING TECHNOLOGY 1 Comment AS3 CASALib Useful Library of Common Functions and Tools for Flash Thursday December 4th 2008 When you do lots of any language you build up libraries over time that are time savers that are repetitive and tedious if you do not consoildate into a library Taking a look at the CASALib an as3 library of common functions for flash that was released I have many of the same things in my libraries but CASALib just has lots of extras that go a bit deeper than some libraries is very clean and is organized pretty well One cool thing about it is the IDestroyable interface and the CasaMovieClip CasaSprite CasaTextField etcthat all have a destroy method that cleans up all events removed instances and even removes it from the parent display object Gets me thinking why this isn t just part of DisplayObject in the first place From the release Here are a few of our favorite things in CASA Lib AS3 Standardized external load API Easily remove listeners with IRemovableEventDispatcher destroy methods make garbage collection easy Large group of utility classes for common manipulations We will be elaborating further the power of CASA Lib in future blog posts As with any new release there will be bugs that emerge but with your help we promise to release updates often to keep CASA Lib as stable as possible 1 0 0 Downloads Documentation ZIP http as3 casalib org releases 1 0 0 1 0 0 zip SVN http svn as3 casalib org releases 1 0 0 Documentation http as3 casalib org releases 1 0 0 docs source more Tags ACTIONSCRIPT ACTIONSCRIPT3 AS3 casalib library TOOLS utility Posted in ACTIONSCRIPT ACTIONSCRIPT3 ARCHITECT AS3 CODE DEVELOPMENT FLASH FLEX GAMEDEV LIBRARIES OPEN SOURCE PROGRAMMING TECHNOLOGY TOOLS 6 Comments AS3 YouTube Chromeless Player in Flash Flex Saturday November 8th 2008 The YouTube Chromeless Player works with AS3 ActionScript 3 The demo shows great examples of the player with just the window canvas chromeless from both javascript and inside of flash The project is hosted on Google Code youtubechromelesswrapper as3 Looks like they maybe had a contribution for this so do it where you can This is something we ve been wanting to provide for a while and the YouTube API team greatly appreciates the work of developer Matthew Richmond of The Chopping Block for making it happen Thanks Matthew Links Demo Google Code youtubechromelesswrapper as3 Article about the library Download the source get from google code recommended Javascript Player Reference Capabilities API Public Methods player loadVideoById id String startSeconds Number 0 void Loads and plays video based on specified id player cueNewVideo id String startSeconds Number 0 void Loads but does not automatically play video based on specified id player clearVideo void Clears currently cued loaded video player setSize w Number h Number void Sets the size of YouTubePlayer instance player play void Plays the currently cued loaded video player pause void Pauses the currently cued loaded video player stop void Stops the currently cued loaded video player seekTo seconds Number void Seeks to specified time within the currently cued loaded video player getPlayerState String Returns the current state of the currently cued loaded video player getBytesLoaded Number Returns the value of current bytes loaded of the currently cued loaded video player getBytesTotal Number Returns the value of total bytes loaded of the currently cued loaded video player getCurrentTime Number Returns the current position in time of the currently cued loaded video player getDuration Number Returns the current duration of the currently cued loaded video player getStartBytes Number Returns the start bytes of the currently cued loaded video player setVolume newVolume Number void Sets the volume of the currently cued loaded video player getVolume Number Returns the current volume of the currently cued loaded video player mute void Stores the current volume and changes the volume of the currently cued loaded video to 0 player unmute void Returns the volume of the currently cued loaded video to the last stored value when muted player getEmbedCode String Returns the current YouTube embed code of the currently cued loaded video player getVideoUrl String Returns the current YouTube video url of the currently cued loaded video Events YouTubeLoaderEvent LOADED Fired once the Chromeless Player has successfully completed loading and is ready to accept operations calls YouTubeLoaderEvent STATE CHANGE Fired whenever the player s state changes The YouTubeLoader class translates the JavaScript API numbers to their related string values the YouTubeLoaderEvent class stores the current event in a variable called state Possible values are unstarted ended playing paused buffering video cued When the SWF is first loaded it will broadcast an unstarted event When the video is cued and ready to play it will broadcast a video cued event YouTubeLoaderEvent IO ERROR Fired when an error in the player occurs There are two error codes possible 100 is broadcasted when the video requested is not found This occurs when a video has been removed for any reason or it has been marked as private 101 is broadcasted when the video requested does not allow playback in the embedded players Tags ACTIONSCRIPT ACTIONSCRIPT3 API AS3 canvas chromeless flv player VIDEO youtube Posted in ACTIONSCRIPT ACTIONSCRIPT3 ARCHITECT AS3 DEVELOPMENT FLASH FLEX JAVASCRIPT OPEN SOURCE PROGRAMMING TECHNOLOGY USER EXPERIENCE VIDEO 13 Comments Flash 10 Security Changes Good and Bad Mostly Good Full Screen Input RTMFP Clipboard Local Save and Load Sunday September 28th 2008 Flash 10 security changes requiring user interaction are pretty breaking but they are for good reason Still though the user could be inundated with prompts much like UAC on Vista But it is necessary otherwise security holes can be troublesome with the flash player and the sandbox of the web Much like Java signing Active X acceptance and thus local file access these actions need some user approval it is that liability thing But what is a bit lost in this is some of the new support specifically for game development and app development Support for things like RTMFP which is bringing UDP support to flash UDP and reliable UDP ordered is really needed when it comes to larger scale networking applications and support for p2p apps Games for instance that are large like MMOs and highly interactive real time engines need UDP to be able to scale So this is pretty useful yet it currently looks like it is tied to Flash Media Server It appears Adobe is staying ahead of SmartFox Red5 and OpenFMS with stuff like this Another great move in the way of security updates for Flash 10 for games is the allowing input from keyboard keys while in full screen mode All these games and apps look pretty sweet in full screen until you try to use them There is only support for Tab the Spacebar and the up down left right arrow keys but that is a start Enough keys for a casual game But still most keys could safely be used it must be a multi platform support thing Limited full screen keyboard input Currently Flash Player does not allow keyboard input when displaying content in full screen mode Flash Player 10 beta will change this allowing for a limited number of keys to be usable in full screen mode These include Tab the Spacebar and the up down left right arrow keys Flash 10 is getting local save and load this is great for any type of online editor game or application The ability to work on a file immediately without the server round trip initially is great I hope this is extended much further to local save and load with very high limits there has been some confusion on the file size limitations here Ideally this would be extended much further if the product direction is right Typically making apps or games with more than 5 25MB of content quickly become non economical in bandwidth such as gaming assets due to browser cache size limitations defaults IE 50MB Safari 5 25MB FF3 50MB I wish there was a better way to allow local saving for long periods of time Almost installing apps via flash with extended cache talk about killer app feature Downloading 10 MB of gaming assets that you know will be there for the month rather than the day Paste events can read the clipboard Using the clipboard is another great useful tool

    Original URL path: http://drawlogic.com/tag/actionscript3/ (2016-02-09)
    Open archived version from archive

  • *drawlogic » AS3 - web, mobile, game + interactive development » AS3 » AS3
    and AMF as well as AIR APIs like SQLite and filesystem access For more information see the developer FAQ on Adobe Labs I am glad to see Adobe finally moving on mobile platforms beyond Flashlite Flashlite is a poor solution in most cases on embedded devices because they really need native apps to perform again due to the hardware limitations and it is a whole new platform to learn Adobe is doing the hard work to make it easy to get developers content on the new embedded devices that are storming the world such as the iPhone and Touch Info on the CS5 Beta Sign up for the beta of CS5 FAQ on Flash iPhone Applications Developer article on how the LLVM cross compiling will work Flash 10 full version on all phones by Q2 2010 except iPhone Tags actionscript 3 AS3 compile cross cs5 embedded FLASH iPhone llvm monotouch touch xnatouch Posted in ACTIONSCRIPT ACTIONSCRIPT3 ADOBE APPLICATIONS ARCHITECT AS3 10 Comments AS3SWF Tool and Flash Shapes Under the Hood Wednesday September 9th 2009 Claus Wahlers has a great post on some lower level Flash handling for shapes He posts about a tool called as3swf which helps to look into the raw shapes and vector drawing calls in the flash engine The output of this tool gives the raw machine code assembly like procedural output that is very similar to other rendering engines It actually makes me think of OpenGL a bit in the output switch based procedural flow except this if for vector drawing rather than raster Sample output 83 DefineShape4 ID 1 FillStyles 1 SWFFillStyle Type 0 solid Color 666666 LineStyles 1 SWFLineStyle2 Width 200 Color ff0000 ShapeRecords SWFShapeRecordStyleChange MoveTo 400 400 FillStyle1 1 LineStyle 1 SWFShapeRecordStraightEdge Horizontal 2000 SWFShapeRecordStraightEdge Vertical 2000 SWFShapeRecordStraightEdge Horizontal 2000 SWFShapeRecordStraightEdge Vertical 2000 SWFShapeRecordEnd It is always good to know what is going on in lower levels to better code for projects that perform well Another great post on this is the Elastic Racetrack of the AS3 and AVM2 virtual machine which describes how the AVM2 handles drawing those low level shape calls in addition to handling script as3swf at github post on the tool and more information on shapes in flash at a low level Elastic Racetrack for Flash 9 and AVM2 another lower level article how the flash player draws at runtime Tags ACTIONSCRIPT AS3 as3swf avm2 elastic FLASH machine optimize output PERFORMANCE racetrack swf virtual Posted in Uncategorized 2 Comments AS3 Library for OAuth with Twitter for AIR Apps Wednesday July 8th 2009 AIR is very popular for creating twitter clients Sönke Rohde just made it much easier to make AIR apps for twitter with an AS3 library for Twitter This library is built on top of core oauth as3 library by iotashin Core OAuth as3 library is a standard OAuth library this can be used for your own OAuth backends or connecting to other OAuth services as well A very nice feature of this library in addition to being coded cleanly and as3 style is the ability to have the Twitter OAuth page render inside of Flash Instead of opening the Twitter authorization page in the browser the library also contains OAuthLoader which is a wrapper around HTMLLoader which enables to directly show the authorization page within an AIR window use this in the requestTokenHandler instead of navigateToURL var loader OAuthLoader new OAuthLoader loader load request loader percentWidth 100 loader percentHeight 100 var w Window new Window w width 800 w height 400 w title req url w addChild loader w open Shannon Hicks core oauth as3 library High level AS3 Flex library for OAuth oauth as3 Google Code page OAuth Twitter OAuth FAQ Twitter API Documentation Getting Started with OAuth Tags ACTIONSCRIPT AIR API application AS3 CODE core library oauth twitter Posted in ACTIONSCRIPT ACTIONSCRIPT3 APPLICATIONS ARCHITECT AS3 DEVELOPMENT FLASH FLEX OPEN SOURCE STANDARDS SYNDICATION TECHNOLOGY 5 Comments haXe on the iPhone with hxcpp Flash 9 API to C for Mobile Friday June 19th 2009 haXe is an interesting programming language that allows abstracting the source from platform target It outputs for targets such as Actionscript and Javascript from haxe language source But haXe can also output to native code to run on Windows Mac OSX and Linux Well because of this it is possible to run haXe on the iPhone The gamehaXe site has found a way to get haXe to compile to iPhone via hxcpp which creates a C output from haXe code very similar to Actionscript 3 I am a bit late to the party but this is great news It uses the NME library which will allows code to mostly be written to the Flash 9 API and create the C for XCode to compile and run on the iPhone and Touch This creates a path to port Flash games to iPhone Touch This project is one to watch and participate in Native compilation to the iPhone from haXe is a more simplified code to write in while providing lower level performance which is needed on mobile devices as processors cache and ram are much lower than desktop and below what is capable of running the Flash AVM2 currently If you have more interest in haXe there are some other great demos on as3 haXe at the game haXe site Also Tony at touchmypixel com has posted some very useful information to help you get started with hxcpp The hxcpp project is a newer output target along with a java one but this could be interesting if actionscript like code and many libraries like Physaxe or AS3 libraries could be ported to haXe to output to the iPhone Tags AS3 cpp FLASH HAXE hxcpp iPhone MOBILE neash neko physaxe Posted in ACTIONSCRIPT ACTIONSCRIPT3 ARCHITECT AS3 HAXE iPhone LIBRARIES PHYSICS PROGRAMMING 4 Comments Blender to AS3 Exporter for Papervision 3D Away 3D and Sandy Updated by Rozengain Sunday June 14th 2009 Rozengain or Dennis Ippel of AKQA updated probably one of the tools I use

    Original URL path: http://drawlogic.com/tag/as3/ (2016-02-09)
    Open archived version from archive

  • *drawlogic » AWAY3D - web, mobile, game + interactive development » AWAY3D » AWAY3D
    Unfinished Work to Build On Demo Quake Prototype Demo Terrain Download Source SWFZ Download Source Dependency FileSystem More about the Engine Some Notes The SWFZ engine Overview SWFZ engine is the result of four years of me messing with 3D in Flash I was a complete newbie to 3D so a lot of learning has happened to get to here If you re interested in 3D engines check out the resource links at the bottom of the page The Demo Model md2 format from ID s Quake2 Uses frame based animation Textured with jpeg No lighting No Gouraud Shading just plain texture Skybox Textures are just jpegs Boxes Rendering Textured Gouraud Textured Gouraud with Alpha Textured Gouraud with Quick Alpha Gouraud Shaded and the large box is just Textured Star Texture Targa tga file format AS3 classes 171 classes and interfaces Scene No lighting No collision detection SWFZ engine technology The demo only shows a small part of the capabilities of the engine In the coming weeks I will get www custommedia co nz up and running and start to post more info then Currently implement stuff New file formats supported tga Targa Image bmp Bitmap Image 3ds 3D Studio Max bsp Quake3 levels md2 Quake2 models obj Wavefront 3d object static zip Read from a zip archive all in Flash no server side scripts 3D Rendering mipmaps perspective correct texturing affine texturing Flat shading Gouraud Textured Gouraud Textured Flat Textured Two Layers Gouraud Alpha Textured Flat Alpha Textured Gouraud Alpha 3D Scene Billboards Parent Child scene nodes OctTree Skybox Static Meshes Animated Meshes Basic collision detection Scene node animators If any code is useful to you maybe drop him a donation or what would be nice if this was all setup at google code and used to be integrated into other engines Irrlicht ports are fun and there is a future in this method when processors catch up I think Tags 3d AWAY3D bsp canvas CODE FLASH FLEX md2 OPEN SOURCE PAPERVISION parse PIXEL quake randering renderer sandy3d scanline SWFZ Posted in 3d 3D ENGINES ACTIONSCRIPT ACTIONSCRIPT3 ALGORITHM ARCHITECT AS3 AWAY3D BEST OF DESIGN DEVELOPMENT EFFECTS ENGINE FLASH FLEX GAMEDEV GAMES INTERFACE LIBRARIES MOTION OPEN SOURCE PAPERVISION PERFORMANCE PIXEL PROGRAMMING RENDERING SWFZ TECHNOLOGY Comments Off AS3 Water Effects in Papervision 3D Away3D and Sandy3D Friday March 21st 2008 I was messing with water effects and Perlin Noise sandy3d and some other stuff and collected some water effects and simulations that are fluid like for research a snapshot of the state of fluid and water effects in 3d in flash Ralph Hauwert of course one of the original pv3d team members posted some great samples on water effects on 3d objects in Papervision 3D Of course the papervision list spawned this discussion from another great post on water simulation in papervision and away3d by Exey Panteleev Also some other water like effects from Fabrice Closier and the notorious mrdoob Ralph s Water Effect Demos Water Ball Experiment 1 Water Ball

    Original URL path: http://drawlogic.com/tag/away3d/ (2016-02-09)
    Open archived version from archive



  •