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  • *drawlogic » svg - web, mobile, game + interactive development » svg » svg
    Draws an image video or canvas to the canvas according to its display properties BitmapSequence Displays animated or dynamic sprite sheets images with multiple frames on a grid and provides APIs for managing playback and sequencing Shape Renders vector drawing instructions within the context of the display list EaselJS Grant Skinner Post on EaselJS EaselJS Examples game sparkles rollover drag drop localToGlobal globalToLocal sprite sheets Tags canvas easeljs frameworks html5 JAVASCRIPT libraries svg webgl Posted in Uncategorized Comments Off Adobe Demos Flash to HTML5 Conversion Tool Friday October 29th 2010 John Nack from Adobe has been presenting Adobe tools exporters to html5 recently One is a Flash to html5 convertion tool It looks good for converting flash vector assets to html5 but you could also use the Illustrator exporter to html5 canvas svg for static assets This converter doesn t appear to do anything for scripted animation or code just exporting assets via old skool timeline But this is definitely the right idea Tags ADOBE canvas exporter FLASH html5 illustrator svg Posted in ADOBE STANDARDS TECHNOLOGY 1 Comment Three js Javascript 3D Engine with Canvas and SVG Renderers Sunday April 25th 2010 A new Javascript 3D Engine that can render to Canvas and SVG has been released by mr doob Mr doob is a well known Flash developer that has added many great experiments and cool contributions without being stuck to one technology making some great interactive projects in javascript chrome experiments and html5 canvas svg in addition to the work in Flash with toolkits like Papervision 3D Recently the Harmony html5 javascript sketching project generated lots of interest for an html5 sketching app Three js is great because it is a 3d engine built with renderers in SVG and Canvas makes to a really good base for modular cross platform 3d engine right now as soon as IE9 joins the party For a while a good javascript rendering library will need to support multiple renderers for browser differences in performance and supported dependencies like canvas svg and webgl Three js has that reality as part of the design Currently the engine only supports particles and triangles quads with flat colors The aim is to keep the code as simple and modular as possible At the moment the engine can render using canvas and svg WebGL rendering would come at a later stage but feel free to fork the project and have a go Although this allows 3D for iPhoneOS and Android platforms the performance on these devices is not too good Blog post on the Three js project Three js at github Demos Cube Random Waves Floor Sample Code var camera scene renderer init setInterval loop 1000 60 function init camera new Camera 0 0 1000 scene new Scene renderer new CanvasRenderer renderer setSize window innerWidth window innerHeight for var i 0 i Tags 3d canvas ENGINE html5 JAVASCRIPT renderer svg Posted in 3D ENGINES JAVASCRIPT PROGRAMMING TECHNOLOGY Comments Off Gordon An open source Flash runtime written in pure

    Original URL path: http://drawlogic.com/tag/svg/ (2016-02-09)
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  • *drawlogic » VECTOR - web, mobile, game + interactive development » VECTOR » VECTOR
    for more at the bottom Lost in Actionscript Efficient AS3 Tips Big SpaceShip Mouse Leave Tip flash can hog resources so when it isn t in focus then let is stop tasking the processor Grant Skinner Idle CPU in AIR FPS Tip set fps to a lower amount when it is out of focus Tags ACTIONSCRIPT ACTIONSCRIPT3 array AS3 efficient FLASH optmization VECTOR Posted in ACTIONSCRIPT ACTIONSCRIPT3 APPLICATIONS ARCHITECT AS3 CODE DEVELOPMENT FLASH FLEX PERFORMANCE PROGRAMMING TECHNOLOGY VECTOR 12 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

    Original URL path: http://drawlogic.com/tag/vector/ (2016-02-09)
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  • *drawlogic » ADOBE - web, mobile, game + interactive development » ADOBE » ADOBE
    was good news from Unity and Adobe about the Flash 3D API called Molehill Adobe s Flash 3D API Molehill public preview was released and Unity announced they will be adding export support for it New features available in the current Incubator build include Molehill 3D APIs for Flash Player and AIR A new set of low level GPU accelerated 3D APIs that enable advanced 3D experiences across devices through the Adobe Flash Platform runtimes Cubic Bezier Curves Using the cubicCurveTo drawing API developers can easily create cubic Beziers without requiring custom ActionScript code This is really a new era of browser based game development support that is going to be very exciting It was announced at the Flash Games Summit by Thibault Imbert Adobe Product Manager and Lee Brimelow Adobe Platform Evangelist after they explained and showed examples to the audience of what Molehill could do for flash games Flash 3D API Molehill Preview Flash 3D API Molehill Download 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 Unity Building In Flash 3D Molehill Export Support Sunday February 27th 2011 Flash Molehill is coming and Unity will be targeting it for export Unity states that they will allow it as an export option just like there are mobile options for iOS and Android These are exciting times Today at the Flash Gaming Summit in San Francisco of which we 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 Demos Flash to HTML5 Conversion Tool Friday October 29th 2010 John Nack from Adobe has been presenting Adobe tools exporters to html5 recently One is a Flash to html5 convertion tool It looks good for converting flash vector assets to html5 but you could also use the Illustrator exporter to html5 canvas svg for static assets This converter doesn t appear to do anything for scripted animation or code just exporting assets via old skool timeline But this is definitely the right idea Tags ADOBE canvas exporter FLASH html5 illustrator svg Posted in ADOBE STANDARDS TECHNOLOGY 1 Comment Is Silverlight Done Microsoft Shift in Strategy to html5 Friday October 29th 2010 Silverlight launched in 2007 to compete with Flash as a rich media and internet app toolkit Microsoft had failed before with Liquid Motion competing with Flash back in late 90 s early 2000 s Now over 10 years later Silverlight might be dying as a technology that was another competitor to Flash due to poor timing and lack of committment Now Microsoft has all but confirmed that Silverlight is losing steam I asked Bob Muglia the Microsoft President in charge of the company s server and tools business that very question and got what I consider to be the clearest answer yet about how Microsoft is evolving its Silverlight strategy Silverlight is our development platform for Windows Phone he said Silverlight also has some sweet spots in media and line of business applications he said But when it comes to touting Silverlight as Microsoft s vehicle for delivering a cross platform runtime our strategy has shifted Muglia told me Silverlight will continue to be a cross platform solution working on a variety of operating system browser platforms going forward he said But HTML is the only true cross platform solution for everything including Apple s iOS platform Muglia said Silverlight was launched as a competitor to the Flash Flex framework and competing with Flash video most of all This was before the H 264 battles right when the mobile scene blew up and changed the game immensely It was actually nice when it launched because it pushed Adobe on Flash and Flex Flex was even later merged into the Flash brand to help it be more consistent like Silverlight This was good for the whole interactive space Microsoft is now going with an HTML5 strategy The odd thing is that the Windows Phone is entirely Silverlight driven no html5 support So is Microsoft going to leave their new mobile platfform high and dry due to this change in strategy It just seems so short sighted and reactionary over at MSFT that everything is wavering Who s developing just silverlight for just Windows Phone The timing of them stating this couldn t be worse for Windows Phone Microsoft s html5 strategy is hardware accelerated something that Silverlight only partially has like Flash though Adobe is changing that It is apparent that mobile has changed even the rich internet applications game as well as gaming in that we are back to multiplatform native apps and non browser plugins for web content mobile devices support no web browser plugins at all let alone Flash or Silverlight Still for the next 2 3 years limitations in hardware on mobile devices prevents anything software rendered to be fast including html5 canvas and svg if there is no hardware acceleration and due to this slowness not able to compare compete to compiled native apps that do have hardware access This has forced Adobe and now Microsoft to change their strategies to get through it We may see a resurgence of Flash and Silverlight like plugins on mobile browsers but not for years The only real place we see Silverlight is over at Netflix maybe they will go html5 video or Flash video and on Microsoft shop client apps It appears with no support from Microsoft it will fall out of favor faster Microsoft developers are usually forced to go with what Microsoft is recommending as much of it is sold through a business channel rather than developers now It is good html5 and standards will be more prevalent in that ecosystem as long as they don t start marginalizing it to proprietary elements But if you step back and see the rumors a week ago that Microsoft might be interested in Adobe the mobile surge and strategy shifts at Microsoft it seems to send out a clarion call that Silverlight is over or the credits are about to roll The mobile surge standards native hardware acceleration and cross platform aims of current market leaders we have the new game again It doesn t appear like Silverlight was or will be a success Tags acceleration ADOBE FLASH hardware html5 MICROSOFT phone SILVERLIGHT windows Posted in NET ADOBE APPLICATIONS MICROSOFT TECHNOLOGY 7 Comments Adobe Finally Hardware Accelerating Flash for 3D Tuesday October 26th 2010 It s about time Here at drawlogic we have been pushing hardware acceleration in Flash as it died in Adobe s Director product that is all but history Director was horribly not useful as a programming tool but Flash and AS3 have become a great environment the only thing missing was getting past software rendering limitations to use hardware acceleration that have been made more apparent by mobile devices which are like late 90 s early 00 s computers With Flash gaming being so huge and competitors like Unity it is surprising it took this long but it seems Flash and AIR development will be kicking up a notch in 2011 with hardware acceleration Adobe has finally delivered or will so in 2011 on this pressing need It s a good thing ByteArray Thibault Imbert the man inside got in there at Adobe he has been there delivering killer stuff and presents a video on Molehill on Adobe Labs showing this new tech Molehill is the code name for a new set of low level GPU accelerated 3D APIs that will enable advanced 3D experiences across screens through the Adobe Flash Platform runtimes These new low level APIs will provide advanced 3D and 3D engine developers the flexibility to leverage GPU hardware acceleration for significant performance gains Today Adobe Flash Player 10 1 renders thousands of non z buffered triangles at approximately 30 Hz With the new 3D APIs developers can expect hundreds of thousands of z buffered triangles to be rendered at HD resolution in full screen at around 60 Hz Using the new 3D APIs in Flash Player and AIR will make it possible to deliver sophisticated 3D experiences across almost every computer and device connected to the Internet When will developers designers be able to create 3D content using the Molehill APIs and what tools will they use Developers will be able to create content through the upcoming Flash Player beta program starting in the first half of 2011 To leverage the 3D features exposed in Flash Player during the beta period developers will use Adobe Flash Builder or the Adobe Flex SDK with an updated SWC exposing the 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 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 JavaScript Standard ECMAScript Fifth Edition ES5 Published Thursday April 9th 2009 Well it appears ES4 path is dead officially and a new standard has been published replacing it the ECMAScript Fifth Edition announced in Geneva Switzerland and will be in place as fully tested and approved by all involved by the end of 2009 ES5 was previously known as ECMAScript 3 1 or an iteration of the ES3 standard that is what most JavaScript is based on in all browsers and was previously competing with the ES4 newer standard that changed Javascript quite a bit but in many areas much better in some areas it was bloated This revision of ECMA 262 will be known as ECMAScript Fifth Edition It was previously developed under the working name ECMAScript 3 1 which will no longer be used ECMAScript is the scripting language that is used to create web pages with dynamic behavior ECMAScript which is more commonly known by the name JavaScript is an essential component of every web browser and the ECMAScript standard is one of the core standards that enable the existence of interoperable web applications on the World Wide Web ECMAScript Fifth Edition ES5 was strongly guided by Crockford and Microsoft which is different than the push for ES4 which is what ActionScript 3 is based on and was supported by Adobe and Mozilla However it seems everyone is happy and everyone is supporting this version to get things moving if you go by the ECMA Org quotes Industry Reaction Brendan Eich Mozilla CTO and creator of the JavaScript language said The Fifth Edition of ECMAScript makes real improvements based

    Original URL path: http://drawlogic.com/category/adobe/ (2016-02-09)
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  • *drawlogic » Unity 4.2 Includes New Platforms + Features, Windows Phone - web, mobile, game + interactive development » Unity 4.2 Includes New Platforms + Features, Windows Phone » Unity 4.2 Includes New Platforms + Features, Windows Phone
    did as Unity is a big push on game content to those stores markets Other great feature updates in Unity 4 2 Shuriken Particle Collisions Shuriken Collision Event Callback Scripting Interface Efficient callbacks on GameObjects and Particle Systems are issued when Shuriken particle collisions occur Per particle callback data includes collision positions incident velocities surface normals and Collider references Use this feature to can cause damage to GameObjects and apply forces to rigidbodies OpenGL ES 3 0 for Android ES3 has nicer shadow filtering ETC2 texture compression GPU skinning via transform feedback HDR rendering multiple render targets derivative instructions in shaders etc Requires an ES3 compatible GPU for example Qualcomm Adreno 3xx or ARM Mali T6xx Note that the official Android version does not support ES3 yet So to test it you should install ES3 drivers directly from the GPU makers e g Qualcomm Platform switching player building and asset importing can now be cancelled How cool is that Platform Switching Platform switching player building and asset importing can now be cancelled How cool is that 64 bit Mac Universal Exports Mac OS X 64 bit standalone player support x86 64 and Universal Tags 3d 4 2 android blackberry GAMEDEV ios OPENGL unity unity 3d windows phone This entry was posted on Monday July 22nd 2013 at 8 10 am and is filed under 3D ENGINES TECHNOLOGY You can follow any responses to this entry through the RSS 2 0 feed Both comments and pings are currently closed Comments are closed 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

    Original URL path: http://drawlogic.com/2013/07/22/unity-4-2-includes-new-platforms-features-windows-phone/ (2016-02-09)
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  • *drawlogic » 3d - web, mobile, game + interactive development » 3d » 3d
    contest that you can enter over the holidays to win some prizes and the entries are judged by none other than UnitZeroOne aka Ralph Hauwert as well as Lucas Meijer and Unity s CEO David David Helgason Unity 3 5 Preview Overview of Unity 3 5 Preview Download Unity 3 5 Preview Cache Server NavMesh Demo Pro Features Demo Shuriken Examples Contest Tags 3 5 3d export FLASH flash 11 stage3d unity Posted in 3D ENGINES TECHNOLOGY 5 Comments Unreal Engine 3 Exporting to Flash 11 Stage3D Tuesday October 4th 2011 It just got unreal Unreal Engine 3 can export to Flash 11 with Stage3D as an export platform This is amazing news for game development and provides a strong competitor to Unity for high end gaming experiences that run in Flash The news was announced at MAX by Tim Sweeney On Tuesday during the Adobe Max conference in L A Epic CEO founder and technical director Tim Sweeney announced UE3 support for Adobe s Flash player Industry veteran Sweeney showed a live demonstration of UE3 running inside the recently released Adobe Flash 11 during his keynote at the conference using the PC Xbox 360 and PlayStation 3 game Unreal Tournament 3 as an example UE3 works well thanks to Flash 11 s hardware accelerated programmable graphics pipeline Adobe said Flash is now capable of running triple A gaming content authored for high end platforms using the industry s latest tools and technologies the company said in a statement UE3 licensees will be able to access new Flash features and more information is available at the engine s official website Hopefully this will be included in the UDK soon if not in next months release But to calm the hype a bit the reality is it costs much more to develop a high end game in Unreal 3 compared to current web games but this will open up a whole new high end market and allow game developers to add another platform to export to Game sites will become full on consoles Next gen consoles for XBOX and Playstation aren t being updated until 2013 14 that seems a long way away and they just might not exist as we know them when that time comes The next console just might be the web on any device TV pad hardware consoles Unreal and Epic are preparing for this multi platform game development world along with Unity Flash and others Tags 3d FLASH GAMEDEV GAMES stage3d udk unreal Posted in 3D ENGINES TECHNOLOGY 9 Comments Unity Exporting to Flash 3D Molehill now called Stage3D Preview Thursday September 1st 2011 It s alive Unity Technologies has a preview of their Unity export to Flash 3D Molehill now called Stage3D posted Unity and Flash exporting was announced earlier this year This is great as it provides huge benefits for Unity developers and Flash developers for games Over the last few months here at Unity we have been hard at work on amongst many other cool things the ability to publish from Unity to the Flash Player This means that next to the already existing build targets of a Unity project one will be able to target Flash with Stage3D announced for Flash Player 11 A sneak preview This video preview shows the Shadowgun game demo by Madfinger Games a highly anticipated iOS Android Unity built game 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 content The new low level 3D APIs are targeted to advanced developers for building complex 3D experiences leveraging GPU hardware acceleration Choosing one API over another one will depend on the use case and type of content created What are the requirements for 3D to work in Flash Player We are working to ensure 3D content always works with the best performance regardless of context and hardware configuration The 3D APIs will rely on DirectX 9 on Windows and OpenGL 1 3 on MacOS and Linux For mobile platforms Flash Player will rely on OpenGL ES 2 0 For those graphics cards that aren t supported Flash Player will elegantly fallback to a fast software rasterizer called SwiftShader a technology licensed from TransGaming How do the Stage3D 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 Tags 3d ENGINE export FLASH molehill plugin stage3d unity Posted in 3D ENGINES ACTIONSCRIPT3 ADOBE 2 Comments Hardware Acceleration on the Web The Next Interactive Web is Materializing Saturday July 2nd 2011 Interactive on the web is changing at a rapid clip The path of the next wave of ineractive and gaming on the web is beginning to materialize WebGL Canvas grouped with html5 are final and providing new landscapes to draw on and new ways to make levels to beat Most browsers and platforms are supporting this technology Tools like Three js make that very fun Mozilla Firefox Chrome and Safari are including WebGL canvas and mostly hardware accelerated making Javascript an even more powerful glue of the web Adobe is going low level with Flash Molehill 3D and hardware acceleration platform that companies like Unity will be including as an export target Microsoft has finally laid out their plans Silverlight is alive with Silverlight 5 3D powered by XNA any surprise guess it isn t dead and hardware acceleration throughout Internet Explorer this appears to be Microsoft s version of the future Plugins like Flash Unity Silverlight others will continue to push the bounds cross platform where standards cement the technology behind it for a platform to reach the next innovative step Mobile has blown up the scene with native and low level focus causing web platforms to also go low level for more performance thanks to Apple and now Android Native languages like C C and Objective C came roaring back as the hardware was reset a bit back to late 90s early 2000s processor and graphics power However with mobile and cpu cost on platform as service system native will stay more over the coming years Games interactive and entertainment projects and apps are going to be even more fun New opportunities all over the place Game on Tags 3d acceleration ADOBE browser canvas chrome firefox GAMEDEV GAMES hardware acceleration html5 MICROSOFT SILVERLIGHT three js unity web webgl xna Posted in INTERACTIVE TECHNOLOGY 1 Comment Microsoft s Answer to WebGL Silverlight 5 3D Hardware Acceleration XNA Wednesday May 18th 2011 Microsoft has finally laid out their plans Silverlight is alive with Silverlight 5 3D powered by XNA any surprise guess it isn t dead and hardware acceleration throughout Internet Explorer for canvas html5 focus apparently aloongside Silverlight for deeper graphical needs or changes It was originally outlined back in April at MIX 2011 but it shows their path and answer to WebGL Canvas and standards for interactive and game development on the web plus I have been busy on two titles one for iOS and one for both iOS and Android gotta say it is nice to see how fast your app gets posted to Android store compared to iOS There are some nice examples of toolkits being developed such as Balder 3D and JigLibX pulled from this experiment Pick it up and try Silverlight 5 with 3D XNA out Silverlight 5 Beta Developer Runtime for Windows Silverlight 5 Beta Developer Runtime for Mac Silverlight 5 Beta SDK WCF RIA Services for Silverlight 5 Beta We might have to wait a while for Moonlight to catch up on this one guess that would take an OpenGL rendering layer like WebGL Tags 3d INTERACTIVE MICROSOFT SILVERLIGHT web Posted in 3D ENGINES INTERACTIVE TECHNOLOGY 3 Comments WebGL Spec 1 0 Now Final From Khronos Friday March 4th 2011 Khronos announced today that WebGL the great OpenGL web hope is now officially final for the 1 0 version Khronos announced this today via the GDC and their website it was also mentioned at Gamasutra WebGL already sees great support in numerous engines including my favorite Three js from the infamous mr doob There is already a thriving middleware ecosystem around WebGL to provide a wide diversity of Web developers the ability to easily create compelling 3D content for WebGL enabled browsers These tools include C3DL CopperLicht EnergizeGL GammaJS GLGE GTW O3D OSG JS SceneJS SpiderGL TDL Three js and X3DOM Links to these authoring tools and WebGL demos can be found at www khronos org webgl wiki Main Page It will take some time for WebGL to propagate It is ready and on in Chrome and Firefox by default in betas Safari it can be enabled via app parameter IE and MIcrosoft have yet to chime in will we see DirectX for the web or adoption of WebGL Time will tell Until then Unity and Flash with the 3d api Molehill are forging ahead I am sure we will see an export to WebGL for Unity down the line but there are still some interesting script execution speed issues that compiled code in Flash and Unity Web Player will still be faster on So Khronos isn t stopping at WebGL they are now tackling WebCL or OpenCL for the web just like WebGL is OpenGL for the web currently at the OpenGL ES 2 0 level which is nice because that is big on mobile mobile and web games are at about the same level Khronos is also today announcing the formation of the WebCL working group to explore defining a JavaScript binding to the Khronos OpenCL standard for heterogeneous parallel computing WebCL creates the potential to harness GPU and multi core CPU parallel processing from a Web browser enabling significant acceleration of applications such as image and video processing and advanced physics for WebGL games Tags 3d browser GAMEDEV khronos three js web webgl Posted in 3d 3D ENGINES PERFORMANCE STANDARDS TECHNOLOGY 2 Comments Adobe AIR and Flash 3D API Molehill Preview Released Sunday February 27th 2011 At the Flash Games Summit today there was good news from Unity and Adobe about the Flash 3D API called Molehill Adobe s Flash 3D API Molehill public preview was released and Unity announced they will be adding export support for it New features available in the current Incubator build include Molehill 3D APIs for Flash Player and AIR A new set of low level GPU accelerated 3D APIs that enable advanced 3D experiences across devices through the Adobe Flash Platform runtimes Cubic Bezier Curves Using the cubicCurveTo drawing API developers can easily create cubic Beziers without requiring custom ActionScript code This is really a new era of browser based game development support that is going to be very exciting It was announced at the Flash Games Summit by Thibault Imbert Adobe Product Manager and Lee Brimelow Adobe Platform Evangelist after they explained and showed examples to the audience of what Molehill could do for flash games Flash 3D API Molehill Preview Flash 3D API Molehill Download 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 Flash Vs Unity The Near Future Of Hardware Accelerated Web Games Wednesday January 12th 2011 There is an article at gamasutra about Flash vs Unity for the future of web 3d games But it really is the future of true hardware accelerated gaming applications and interactives not just 3d but massive immersive 2d 3d works projects on the web and available via browser Adobe or Macromedia previously owned 3d games with Director 8 5 with Shockwave3d for a time but that was really before mainstream was ready 2000 2001 ish There was a lack of computers with dedicated video cards and GPUs Today even the bottom line computers have a decent video card Also the surge in mobile and the need for native level access to graphics hardware has spawned this new battle Thanks Apple Unity has the pipeline 3d and has been doing that well since 2005 6 They emerged from Director and even have some members of the Director team working at Unity Adobe is just getting back into this they dropped Director or left it wavering and are now going to attack on the Flash level not just against Unity but to hardware accelerate it for mobile and better video playback hopefully they currently hardware accelerate scaled video to full screen Like the Silverlight vs Flash product competition Unity vs Flash is actually a good thing for developers and both platforms With Torque3d wavering html5 and WebGL more than a year out and WebGL maybe 2 3 for broad mainstream support I am looking at you IE this is the time for Flash to move on this and Unity to keep going they way they have Hardware acceleration makes these plugins relevant and ahead of the current standards emerging in html5 and WebGL I love using both tools and they have come a long way since painful Director lingo w3d plugin hell for hardware accelerated gaming apps and interactives The gaming industry and web are merging these two products should get a good portion of that projected 87 billion total game market s annual revenue in five years as investment advisor Digi Capital predicts It is also a great time to be a developer having these companies vie for developer support It is exciting that hardware acceleration 3d games and widening game industry are all emerging and will be a big thing for the next few years at a minimum It is finally time to kick it up a notch Game on Tags 3d accelerated acceleration ADOBE FLASH GAMEDEV gaming hardware unity Posted in 3D ENGINES TECHNOLOGY 8 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

    Original URL path: http://drawlogic.com/tag/3d/ (2016-02-09)
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  • *drawlogic » 4.2 - web, mobile, game + interactive development » 4.2 » 4.2
    for free is great for Microsoft s platforms growing like iOS and Android did as Unity is a big push on game content to those stores markets Other great feature updates in Unity 4 2 Shuriken Particle Collisions Shuriken Collision Event Callback Scripting Interface Efficient callbacks on GameObjects and Particle Systems are issued when Shuriken particle collisions occur Per particle callback data includes collision positions incident velocities surface normals and Collider references Use this feature to can cause damage to GameObjects and apply forces to rigidbodies OpenGL ES 3 0 for Android ES3 has nicer shadow filtering ETC2 texture compression GPU skinning via transform feedback HDR rendering multiple render targets derivative instructions in shaders etc Requires an ES3 compatible GPU for example Qualcomm Adreno 3xx or ARM Mali T6xx Note that the official Android version does not support ES3 yet So to test it you should install ES3 drivers directly from the GPU makers e g Qualcomm Platform switching player building and asset importing can now be cancelled How cool is that Platform Switching Platform switching player building and asset importing can now be cancelled How cool is that 64 bit Mac Universal Exports Mac OS X 64 bit standalone player support x86 64 and Universal Tags 3d 4 2 android blackberry GAMEDEV ios OPENGL unity unity 3d windows phone Posted in 3D ENGINES TECHNOLOGY Comments Off Recent Posts Unity 5 WebGL and the Plugin pocalypse Lime OpenFL Haxe Cross Platform Development Breakouts Comparison of JavaScript Game Engines via Breakout Snap svg SVG Vector Javascript Library Unity 4 2 Includes New Platforms Features Windows Phone New Micro Game Consoles TV Apps Games Controlled with Phones Tablets and Handhelds Unity 4 1 Apple TV AirPlay and the New Consoles Unity 4 Live Unity 4 Public Beta Cocos2d x C Port of Cocos2d for iOS 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

    Original URL path: http://drawlogic.com/tag/4-2/ (2016-02-09)
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  • *drawlogic » android - web, mobile, game + interactive development » android » android
    heavily but I digress drawlogic originally mentioned cocos2d x over a year ago in a post about cocos2d javascript just in an other ports category but it has really come along and is quite stable as the game lists are showing Take it for a spin if you need a cross platform 2D game If I need to work on cocos2D games I would definitely go with the C Objective C engine since it is now stable and gets you many platforms I also still like developing in C which is very common in games for performance and multiplatform performance especially cocos2d x downloads cocos2d xna downloads cocos2d iphone the original cocos2d from sweet python list of cocos2d x games list of cocos2d iphone games Other mentions Unity andengine cocos2d based android 2d engine oolongengine C ios engine Tags android cocos2d cocos2d iphone cocos2d javascript cocos2d x GAMEDEV ios oolongengine unity xna Posted in 3d 3D ENGINES ARCHITECT GAMEDEV TECHNOLOGY 5 Comments andengine Android 2D Open GL ES Game Engine Similar to cocos2d iphone for iOS Saturday July 24th 2010 A sweet engine for getting started with Android game development is the andengine 2D OpenGL ES engine This is very simple and compares with cocos2d iphone for iOS development in 2D with OpenGL ES They both support a wide range of 2d techniques with an OpenGL renderer Some great videos are posted on the andengine google code page showing a box2D example multiplayer example and more Mobile games are on slower hardware similar to later 90 s computers so native is a great way to go for 3d and 2d game development because of this limitation at the current time and well into the next few years Take this time to learn you some native gamedev andengine isn t native directly as it is Java based but compiled with the Dalvik JIT virtual machine Another way to go native on Android is the Android NDK which allows C and C andengine download at google code andengine examples at google code andengine blog Mercurial repository at google code cocos2d android port of cocos2d iphone with BSD license rokon android is another BSD licensed android game engine The engine also has extensions that can be easily added and some great ones exist already AndEngine Live Wallpaper Extension AndEngine MOD Player Extension AndEngine Multiplayer Extension AndEngine MultiTouch Extension AndEngine Physics Box2D Extension AndEngine Augmented Reality Extension Tags 2d andengine android cocos2d cocos2d iphone ENGINE GAMEDEV ios OPENGL opengl es Posted in 3D ENGINES GAMEDEV MOBILE OPEN SOURCE PROGRAMMING TECHNOLOGY 1 Comment Pre GDC Unity Announces 3 0 Platform Support For PS3 iPad And Android Tuesday March 9th 2010 Unity is showing no signs of slowing dow n in making a consolidated easy pipeline for game developers and creators to bring their wares to the masses on the top platforms Already Unity 3D is the best 3d web browser plugin at the current time with export paths to web desktop mac and PC iPhone

    Original URL path: http://drawlogic.com/tag/android/ (2016-02-09)
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  • *drawlogic » blackberry - web, mobile, game + interactive development » blackberry » blackberry
    free is great for Microsoft s platforms growing like iOS and Android did as Unity is a big push on game content to those stores markets Other great feature updates in Unity 4 2 Shuriken Particle Collisions Shuriken Collision Event Callback Scripting Interface Efficient callbacks on GameObjects and Particle Systems are issued when Shuriken particle collisions occur Per particle callback data includes collision positions incident velocities surface normals and Collider references Use this feature to can cause damage to GameObjects and apply forces to rigidbodies OpenGL ES 3 0 for Android ES3 has nicer shadow filtering ETC2 texture compression GPU skinning via transform feedback HDR rendering multiple render targets derivative instructions in shaders etc Requires an ES3 compatible GPU for example Qualcomm Adreno 3xx or ARM Mali T6xx Note that the official Android version does not support ES3 yet So to test it you should install ES3 drivers directly from the GPU makers e g Qualcomm Platform switching player building and asset importing can now be cancelled How cool is that Platform Switching Platform switching player building and asset importing can now be cancelled How cool is that 64 bit Mac Universal Exports Mac OS X 64 bit standalone player support x86 64 and Universal Tags 3d 4 2 android blackberry GAMEDEV ios OPENGL unity unity 3d windows phone Posted in 3D ENGINES TECHNOLOGY Comments Off Recent Posts Unity 5 WebGL and the Plugin pocalypse Lime OpenFL Haxe Cross Platform Development Breakouts Comparison of JavaScript Game Engines via Breakout Snap svg SVG Vector Javascript Library Unity 4 2 Includes New Platforms Features Windows Phone New Micro Game Consoles TV Apps Games Controlled with Phones Tablets and Handhelds Unity 4 1 Apple TV AirPlay and the New Consoles Unity 4 Live Unity 4 Public Beta Cocos2d x C Port of Cocos2d for iOS 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

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