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 » PHYSICS - web, mobile, game + interactive development » PHYSICS » PHYSICS
    more on this toolkit see the links below Demo Code on Google Code Announcement UPDATE katopz has also ported this to use Away3D as the renderer UPDATE Also updated for the sandy3d engine as the renderer Tags 3d AS3 FLASH FLEX GAMEDEV PAPERVISION PHYSICS Posted in 3d 3D ENGINES ACTIONSCRIPT ACTIONSCRIPT3 ARCHITECT AS3 GAMEDEV GAMES MOTION OPEN SOURCE PAPERVISION PHYSICS TECHNOLOGY 5 Comments AS3 Plinko with APE 2D Flash Physics Engine Tuesday July 29th 2008 I rarely mention stuff I have worked on here but I got a chance to use APE and AS3 on the online Plinko game at the site for the Price is Right videogame for the famed pink Plinko Board Who doesn t love Plinko I did the programming on this back when I still worked at emarketing prizelogic I will be featuring a small iteration to APE with draggable particles and how I did it In the end I didn t use the draggable particles but they are fun i ended up changing my collision border particles after testing I ended up controlling the drop location by swapping out a wheel particle after they dropped it So that it got the famous Plinko disc bounce and roll Why did I use APE Well it is the least complex physics engine I started off with Box2dFlashAS3 and will post that one maybe as well but ended up going with APE mainly for integration it was easier that it was a less intensive codebase Box2DFlashAS3 can scare non C coders with it s style let alone AS2 coders moving to AS3 It is slower with all the other animation going on in the site but you can also play on my server here just the Plinko part Can you get 10 000 Tags 2d ape AS3 game GAMEDEV PHYSICS plinko Posted in ACTIONSCRIPT ACTIONSCRIPT3 ARCHITECT AS3 DEVELOPMENT DYNAMIC FLASH FLEX GAMEDEV OPEN SOURCE PERFORMANCE PHYSICS PROGRAMMING RENDERING TECHNOLOGY 10 Comments Box2DFlashAS3 Version 2 Released AS3 2D Physics Engine Thursday April 17th 2008 Box2dFlashAS3 has been updated to version 2 0 complete with ragdolls and Theo Jansen walkers ala APE fame Tags ape AS3 box2sflashas3 ENGINE FLASH foam motor2 PHYSICS ragdoll Posted in ACTIONSCRIPT ACTIONSCRIPT3 AS3 BEST OF DEVELOPMENT DYNAMIC FLASH FLEX GAMEDEV GAMES LIBRARIES OPEN SOURCE PERFORMANCE PHYSICS PROGRAMMING TECHNOLOGY 3 Comments Physaxe 2D Flash Physics Kit for haXe and List of Flash Flex Actionscript Physics Engines for AS3 Sunday April 6th 2008 Nicolas Cannasse a virtual machine genius maker of MTASC compiler Neko and haXe haXe compiles to target flash 6 9 but really only flash 9 is used anymore unless you are making banners released the Physaxe 2D Physics kit for haXe today It is heavily based on Glaze demos and Box2D which the Motor2 Glaze and Box2DFlashAS3 physics kits are all based on Box2D is a great C 2D physics engine it is simple which lended itself to being ported to AS3 quite easily It is also a testament to AS3 that C kits are being ported into the language not once but many times Also C ports like Chipmunk and other signs point to AS3 is of fun Physaxe is quite amazing you must see the demos very similar to Glade demos it will get the inspirational wheels turning in your idea machines 2D Physics in Flash and AS3 are extremely hot and can be used for many many things from game development to promotions to simulations to user interface or visualizations and even modeling natural systems It is nice to have a port of Box2D and similar to glade capabilities with Chipmunk like Glade has A game and physics engine for Flash including Rigid Body Dynamics Scene management Line of sight User Input Scrolling AI Core parts of the physics solver and collision system are based on the C physics engine Chipmunk Notes about Physaxe Physaxe is a 2D Rigid Body Library written in haXe It s been highly optimized for the Flash 9 Player with the best optimizations available Physaxe is based on several existing physics engines mainly Box2D the reference open source physics engine Glaze an AS3 engine which is a port of Chipmunk itself based on Box2D Physaxe features are rigid body consisting in several shapes shapes supported are circles segments with rounded edges and arbitrary convex polygons customizable broadphase currently bruteforce and y sorted list are available island resolution and sleeping allow 0 CPU to be spent when groups are sleeping constraint solver based on Box2D sequential impulses customizable body properties such as linear angular friction and maximized motion Demo Post about the release Physaxe haXe Kit on Google Code Updated list of physics engines are like this AS3 3D Physics Engines Open Source WOW Engine AS3 2D Physics Engines Open Source APE Actionscript Physics Engine Box2DFlashAS3 FOAM Glaze Motor2 haXe 2D Physics Engines Physaxe Get your game on It is best to get them out early and often I need to take my own advice Tags 2d AS3 box2d box2dflashas3 ENGINE FLASH FLEX foam glade list motor2 OPEN SOURCE PHYSICS Posted in ACTIONSCRIPT ACTIONSCRIPT3 ALGORITHM ARCHITECT AS3 DYNAMIC ENGINE FLASH FLEX GAMEDEV GAMES HAXE OPEN SOURCE PERFORMANCE PHYSICS PIXEL PROGRAMMING RENDERING TECHNOLOGY VISUALIZATION Comments Off AS3 Nascar Game By mr doob AS3 Flash Library Mashup Friday March 28th 2008 I have been one upped by mr doob I did a little nascar like RC pro am like prototype in march 07 when the pv3d kit showed up on my screen and I was hooked like most suceptible flashers who have longed for 3d in flash Only my version is like Nintendo64 and his is like xbox360 with updated effects and physics kits and some doob magic All these are based off of of course the original race car driver in Papervision and its creator Carlos Ulloa Adobe should be paying this man To the feature This is a sweet game by mr doob called burn and brag for Nascar Now I don t particularly like Nascar all

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


  • *drawlogic » AS3 Data Structures for Game Developers Ported to haXe as hx3ds Which Performs Faster - web, mobile, game + interactive development » AS3 Data Structures for Game Developers Ported to haXe as hx3ds Which Performs Faster » AS3 Data Structures for Game Developers Ported to haXe as hx3ds Which Performs Faster
    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 This entry was posted on Friday March 13th 2009 at 9 27 pm and is filed under ACTIONSCRIPT ACTIONSCRIPT3 APPLICATIONS ARCHITECT AS3 FLASH FLEX GAMEDEV GAMES HAXE LIBRARIES OPEN SOURCE PERFORMANCE PROGRAMMING STANDARDS TECHNOLOGY You can follow any responses to this entry through the RSS 2 0 feed Both comments and pings are currently closed http www kelvinluck com Kelvin Luck haXe isn t a very highly optimized virtual machine or a more strict virtual machine In fact haXe isn t a virtual machine at all It s a compiler which can produce optimised as3 bytecode or neko bytecode or javascript or php or c The reason that hx3ds is faster than as3ds is because of tricks the compiler does when producing the bytecode inlining methods to avoid a function call and using generics to allow you to create strongly typed but flexible classes etc etc http drawk com drawk Exactly I was not using virtual machine in the literal sense more in the way LLVM uses the term virtual machine when it is really a compiler infrastructure haXe is like a LLVM or virtual machine that creates code that runs in a virtual

    Original URL path: http://drawlogic.com/2009/03/13/as3-data-structures-for-game-developers-ported-to-haxe-as-hx3ds-which-performs-faster/ (2016-02-09)
    Open archived version from archive

  • *drawlogic » array2 - web, mobile, game + interactive development » array2 » array2
    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

    Original URL path: http://drawlogic.com/tag/array2/ (2016-02-09)
    Open archived version from archive

  • *drawlogic » FLEX - web, mobile, game + interactive development » FLEX » FLEX
    sample using MouseConstraint in JiglibFlash the 3d physics engine for all major flash 3d engines It is easy to see how the latest version of JiglibFlash with MouseConstraint will be heavily influencing flash games and applications very soon This is a very smooth and quick demo that feels very responsive on the controls There are so many possible uses for JiglibFlash now that the MouseConstraint is available It will evolve further but this version seems ready to start integrating into many flash game and interactive ideas and projects Even though it is still alpha it has been heavily cleaned up and a plugin system added by bartek for pluggable 3d render engines That is a huge step for 3d pipelines in flash Great work JiglibFlash team Tags AS3 ENGINE FLASH jiglibflash PHYSICS Posted in 3d 3D ENGINES ACTIONSCRIPT ACTIONSCRIPT3 AS3 AWAY3D FLASH FLEX GAMEDEV GAMES OPEN SOURCE PAPERVISION PERFORMANCE PHYSICS PROGRAMMING RENDERING SANDY TECHNOLOGY Comments Off Torque 3D Extremely Cool Feature In Game Browser Web Surface Canvas Capable of Web Render w HTML Flash Video etc Sunday April 5th 2009 Torque3D seems to have full featured browser surfaces that you can use in the 3d engine seamlessly see the video below at 38 This is amazing stuff Making games that integrate content from the web is especially required these days It is a difficult thing to do within the 3d render because of all the plugins styling etc that needs to be rendered on a 3d surface Well Torque3D has a killer feature in that it supports entirely full features browser render on a 3d surface So now you can integrate html content flash video etc in your game easily You can play content in flash player content easily and have stripped down html but it is limited you can play videos and have content in Unity3d but it is limited even larger engines like Unreal 3 have difficulty handling flash and html content If this is a good implementation Torque3D has a killer feature on their hands Flash is commonly used as user interface elements and content within games but it can be challenging This is pretty exciting if it works as advertised Think of how cool all the little consoles mini games and controls in 3d games could be in flash easily See at 38 in the video GDC 2009 Torque 3D Web Demo from GarageGames on Vimeo Tags browser canvas FLASH html torque TORQUE 3D torque3d VIDEO Posted in 3d 3D ENGINES ACTIONSCRIPT3 ENGINE FLASH FLEX GAMEDEV GAMES INTERACTIVE MARKET OPENGL PERFORMANCE PROGRAMMING RENDERING TECHNOLOGY TORQUE 3D USER EXPERIENCE VIDEO 8 Comments Away3D Updated for Flash 10 Looking Good Saturday March 28th 2009 Away3D was updated to Flash 10 earlier this month Flooded with final semester massive workload and all the conferences swsx gdc mix09 etc I missed the announcement It is looking pretty sweet with this mustang demo showing off the update Pixel bender has provided a performance update for effects that shows nicely here The above demo shows some of what is possible with the update normalmapping with ambient diffuse and correctly normalised specular shading without the need for layers As if that s not enough a further Pixel Bender shader is applied to the view to create a HDR High Dynamic Range effect on the highlights something usually seen in much more 3d rich console games Special thanx go to Eddie Carbin for donating an excellent normalmapped mustang model and David Lenaerts for writing the HDR filter Airtight Interactive did a comparison a while back where FP10 rendering was faster against the olde version of Away3D this update may change that will have to take a look All away3d needs is a designer Tags AWAY3D bender flash10 PIXEL shaders Posted in 3d 3D ENGINES ACTIONSCRIPT ACTIONSCRIPT3 ARCHITECT AS3 AWAY3D ENGINE FLASH FLEX GAMEDEV GAMES OPEN SOURCE PERFORMANCE PIXEL BENDER RENDERING TECHNOLOGY 3 Comments AS3 Version of OpenCV for Facial Detection Web Cam Object Detection Head Tracking 3D Library 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 one lookup combined with a simple arithmetic expression which you can also often precompute in the outer loop The most obvious application would be a tilemap in 2d or a layered tilemap in 3d Queue This is also called a FIFO structure First In First Out The queue comes in two variations which have the same methods but differ in their implementations There is the arrayed queue which obviously uses an array internally and the linked queue which is build upon a linked list They are both very similar except that the arrayed version has a fixed size and is faster A common application would be a command queue imagine you have a unit in a strategy game and apply many commands which the unit should follow All commands are enqueued and afterwards dequeued and processed in order Stack Also commonly know as a FILO structure First In Last Out Like the queue this comes in two flavors 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

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

  • *drawlogic » haXe 2.01 Now with Flash 10 Support - web, mobile, game + interactive development » haXe 2.01 Now with Flash 10 Support » haXe 2.01 Now with Flash 10 Support
    an amazing idea so i hope it takes off Pingback Working With Andre s Latest Flash Player 10 Audio Source Deceptive Resolution http www dummwiam com DuMmWiaM Impressive I think it s time to give it a go It will be very interesting to develop under a single API for 3 languages that I use all the time ActionScript JavaScript and PHP jun I gave up on haXe way back when and switched to FlashDevelop The haXe syntax differs too much from normal flash code and the documentation is not so good and no good examples Pingback Flashsoldier Blog Archive Code Flash bằng haXe http drawlogic com drawk Hey Jun If you are using FlashDevelop3 there are haXe projects and markup It is actually a great environment for it FlashDevelop3 is my favorite IDE due to this wide support from flash to flex to haXe haXe is pretty powerful in terms of extending beyond just web as well it is a meta platform encompassing others that is pretty fun and probably more of the next steps in technology maybe too early but not for me 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 1 March 2013 1 November

    Original URL path: http://drawlogic.com/2008/10/04/haxe-201-now-with-flash-10-support/ (2016-02-09)
    Open archived version from archive

  • *drawlogic » flash10 - web, mobile, game + interactive development » flash10 » flash10
    on the iPhone much like some of the Java to Cocoa compilation systems and Unity3D using mono to compile down to iPhone capable code Tags ALCHEMY AS3 C ENGINE FLASH flash10 FLEX llvm ode PHYSICS Posted in ACTIONSCRIPT ACTIONSCRIPT3 ADOBE ALCHEMY APPLICATIONS ARCHITECT AS3 DEVELOPMENT FLASH GAMEDEV GAMES LIBRARIES PAPERVISION PERFORMANCE PHYSICS PROGRAMMING RENDERING TECHNOLOGY Comments Off haXe 2 01 Now with Flash 10 Support Saturday October 4th 2008 Nicolas Cannasse has released haXe 2 01 that now has flash 10 support with a simple switch including the new Vector class Another very good news is that haXe has now complete support for Flash 10 You only have to use swf version 10 as commandline parameter to be able to access the new Flash10 APIs don t forget to install first the FP10 from labs adobe com I think it is very possible for haXe to catch on big time but it takes time as stated Just remember that Python was worked on almost solely by Guido van Rossum for about 5 years and then 10 years later it was picked up by Google heavily and the rest is history I think it takes 10 years for anything to really catch on from standards to languages code swarm Python from Michael Ogawa on Vimeo Tags ACTIONSCRIPT AS3 FLASH flash10 HAXE neko open source vm Posted in ACTIONSCRIPT ACTIONSCRIPT3 ARCHITECT AS3 DEVELOPMENT FLASH FLEX GAMEDEV HAXE MARKET OPEN SOURCE PROGRAMMING TECHNOLOGY 6 Comments AS3 3D Engine Alternativa Platform Officially Launches Sunday June 1st 2008 The Alternativa Platform has officially launched It is a 3d engine for Flash AS3 It has been announced on their blog today and this is an exciting development for 3d in flash especially if you are a game developer or game company They have offered it free for non commercial use in the form of SWC files It is well oganized and lots more good stuff to come it seems in the GUI and some information on setting up the gaming platform on the server as well It looks to be a complete package This is not an open source release but the Alternativa Platform is an extremely well done and amazing looking engine It has configurations for 3d and isometric 3d Here is a shot from the engine Announcement on the Alternativa Platform Blog API Reference Direct link register and download Demos and more info Previous post on Alternativa with shots for isometric and FPS demos Sputnik has been launched Here are all the classes in the package SWC All Classes Alternativa3DLabel Alternativa3DVersion BitmapUtils Box Camera3D CameraController ColorUtils Cone Engine3DError Face FaceExistsError FaceNeedMoreVerticesError FaceNotFoundError FillMaterial FPS GeoPlane GeoSphere InvalidIDError KeyboardUtils Loader3DS Map Material MathUtils Matrix3D Mesh MeshUtils MouseUtils Object3D Object3DHierarchyError Object3DNotFoundError ObjectExistsError ObjectNotFoundError ObjectUtils Plane Point3D Scene3D Set Sphere Surface SurfaceExistsError SurfaceMaterial SurfaceNotFoundError Texture TextureMaterial TextureMaterialPrecision TextUtils Vertex VertexExistsError VertexNotFoundError View WireMaterial Tags 3d alternativa AS3 ENGINE FLASH flash10 flash9 FLEX platform ru Posted in ACTIONSCRIPT ACTIONSCRIPT3 ARCHITECT AS3 DEVELOPMENT FLASH FLEX GAMEDEV PROGRAMMING TECHNOLOGY 5

    Original URL path: http://drawlogic.com/tag/flash10/ (2016-02-09)
    Open archived version from archive

  • *drawlogic » open - web, mobile, game + interactive development » open » open
    and video applications should thrive even more with an open RTMP spec Tags ADOBE AS3 FLASH FLEX fms multiuser open RED5 RTMFP rtmp VIDEO Posted in ACTIONSCRIPT3 ADOBE APPLICATIONS ARCHITECT AS3 MULTI USER NEWS OPEN SOURCE PROGRAMMING RED5 STANDARDS TECHNOLOGY Comments Off haXe 2 01 Now with Flash 10 Support Saturday October 4th 2008 Nicolas Cannasse has released haXe 2 01 that now has flash 10 support with a simple switch including the new Vector class Another very good news is that haXe has now complete support for Flash 10 You only have to use swf version 10 as commandline parameter to be able to access the new Flash10 APIs don t forget to install first the FP10 from labs adobe com I think it is very possible for haXe to catch on big time but it takes time as stated Just remember that Python was worked on almost solely by Guido van Rossum for about 5 years and then 10 years later it was picked up by Google heavily and the rest is history I think it takes 10 years for anything to really catch on from standards to languages code swarm Python from Michael Ogawa on Vimeo Tags ACTIONSCRIPT AS3 FLASH flash10 HAXE neko open source vm Posted in ACTIONSCRIPT ACTIONSCRIPT3 ARCHITECT AS3 DEVELOPMENT FLASH FLEX GAMEDEV HAXE MARKET OPEN SOURCE PROGRAMMING TECHNOLOGY 6 Comments Moock Mentions XFL for Open Flash IDE Source Formats Sunday March 9th 2008 Colin Moock an actionscript brain since the great Flash 4 advances that brought all sorts of fun to flash like games has mentioned XFL an open format for flash from a discussion with Adobe product managers This would be a format that would be able to import export and allow compile to SWF MXML for Flex does this now but bringing the two together into one common format and allowing for all sorts of open source and third party contributions to making flash will let it literally explode in support I recently met with Flash authoring product manager Richard Galvan to talk about Diesel the next version of Flash i e Flash CS4 or version 10 for those counting Adobe has already demonstrated a bunch of high impact features for Diesel including inverse kinematics a new tweening model 3D postcards in space and advanced text components see MAX 07 keynote FOTB 07 keynote and FITC Amsterdam 08 keynote But Richard was keen to talk about a lesser known feature quietly percolating behind the scenes XFL Since its inception the Flash authoring tool has stored documents in a binary source file called fla Historically interchanging source with the Flash authoring tool has been virtually impossible for third party software because the specification for fla has never been public But things are changing in the next version of Flash Flash CS4 will be able to export and import a new source format called XFL An XFL file is a zip file that contains the source material for a Flash document Within the

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

  • *drawlogic » source - web, mobile, game + interactive development » source » source
    project looks to be the start of something good to come Lightspark Open Source Flash Player github has some really nice features that should influence the Flash Player and maybe even draw some interest from Adobe Maybe it can be like the Moonlight player for Silverlight only broader One such awesome feature is OpenGL GLSL hardware rendered shaders for elements of flash Flash has Pixel Bender which is pretty nice but having GLSL shaders and the use of OpenGL directly is great Features JIT compilation of ActionScript to native x86 bytecode using LLVM Hardware accelerated rendering using OpenGL Shaders GLSL Very good and robust support for current generation ActionScript 3 A new clean codebase exploiting multithreading and optimized for modern hardware Designed from scratch after the official Flash documentation was released Tags AS3 FLASH glsl lightspark llvm open OPENGL player source Posted in 3d 3D ENGINES Comments Off haXe 2 01 Now with Flash 10 Support Saturday October 4th 2008 Nicolas Cannasse has released haXe 2 01 that now has flash 10 support with a simple switch including the new Vector class Another very good news is that haXe has now complete support for Flash 10 You only have to use swf version 10 as commandline parameter to be able to access the new Flash10 APIs don t forget to install first the FP10 from labs adobe com I think it is very possible for haXe to catch on big time but it takes time as stated Just remember that Python was worked on almost solely by Guido van Rossum for about 5 years and then 10 years later it was picked up by Google heavily and the rest is history I think it takes 10 years for anything to really catch on from standards to languages code swarm Python from Michael Ogawa on Vimeo Tags ACTIONSCRIPT AS3 FLASH flash10 HAXE neko open source vm Posted in ACTIONSCRIPT ACTIONSCRIPT3 ARCHITECT AS3 DEVELOPMENT FLASH FLEX GAMEDEV HAXE MARKET OPEN SOURCE PROGRAMMING TECHNOLOGY 6 Comments 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

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



  •