I've often been asked this question and it's come up quite a few times on the PV3D list, so I thought I'd post about it just for archive sake if anything else. Right now, in PV3D, you have the ability to use MovieClips/Sprites for Materials on 3D objects. The 2 materials you would use for [...]
On 20th of February Colin Moock will hold a session for beginners and intermediate programmers in Munich. The event is sponsored by Adobe and 100% free to attend. Topics he will cover are fundamentals of OOP, the display list and events. I wonder why there are still seats left? Go register now. Share This
Source code and information on a class to generate a reproducible series of random numbers based on a seed number. Useful for experimental work, statistics, and game development (ex. synchronizing or replaying game play). Also some discussion on nondeterministic collection access.
I thought I'd share the Rnd class I use for all of my experimental work. It's a very simple collection of utility methods for working with random values, but it has been extremely useful for me.
Another experiment from scratch in about 40 minutes. Speeded up by a factor of 15. This time well know perlin noise particles originally invented by André Michelle. At the end I set the frame rate of the SWF to one which does not look very smooth in the video. It seems a little bit to [...]
It's been up for a few weeks now, but the quarterly study results for December are now available. Note that this wave includes emerging markets, which are every other quarter. The first row is how we present the data on...
It's been up for a few weeks now, but the quarterly study results for December are now available. Note that this wave includes emerging markets, which are every other quarter. The first row is how we present the data on...
It's been up for a few weeks now, but the quarterly study results for December are now available. Note that this wave includes emerging markets, which are every other quarter. The first row is how we present the data on...
In order to build a complex scenery and keep it low poly, you need to have good 3D skills and a good modeller. For many that's just too much to ask. As a result, I read threads everyday, on lists and forums, on how to load those elephant xml files... I think it's just bad practice [...]
I wanted to see if I could build a simple interactive demo that lets you roll over the end of any branch of a dynamically generated tree and see it traced back through its parents to the trunk it originated from. It was an interesting programming exercise trying to architect it in a clean way, and getting it to work properly.
I decided to tackle generating random trees and the results are vastly superior to my AS2 experiments (from a realism perspective, if not yet artistically). Much of this was experience, but a lot of it was AS3 and the branching library giving me the freedom to explore the subject without worrying too much about performance or architecture.
Focusing on how much visual complexity I can generate while maintaining reasonable performance, and some aesthetic appeal. This experiment generates about half a million individual branch object instances (with about three thousand active at any time), and about 5 million line segments in a minute or two.
I keep getting emails asking for code I wrote over 4 years ago. Not sure where most of that stuff is now. The most popular, however, is a JSFL script for smoothing all of your bitmaps in Flash. Here it is as text; that way, if my blog changes 4 years from [...]
Continuing to play with my AS3 branching library. Focusing on texture and style, rather than the structure of the branching right now. This is an attempt to mimic ink on paper with bleed, fade, spatters, and "wiggle", while keeping runtime performance acceptable.
I drew up this example a few weeks ago to learn about the new features in Papervision 2.0 alpha. If you’re thinking of looking into the new version, then hopefully you’ll find the supplied source code below of some use. I used the code from this screencast on unitzeroone.com as a starting point. The source code [...]
A basic example of collision detection in 3D, where moving particles bounce off a static terrain. [By the way, my apologies for the cobwebs that have accumulated on this site; I’ve been busy over the past few months dealing with moving back to the Bay Area from Detroit :) ] A couple things on it which could [...]
As an experiment we just tried to visualize an avatar using latest magically developed features (parallax-effect and bump). Controls: Mouse move — move light source Mouse click — change light color Mouse wheel or +/- — change highlight curve
Despite all the russian holidays and clear Karpovich’s directive to forget about job and have some rest, I couldn’t let go an idea to make fast “bump light” not only from directional light source, but from spotlight too. This is relatively hard because light goes in all directions, so it seems that you’ll have to count lighting for every pixel… or not? I came up with an idea to modify normals map, to kinda “bulge” it in spotlight coordinates. Main issue is that it is not so hard to count it pixel by pixel, but it is slo-o-ow process. So I was forced to cast a spell find a way to modify normals map using standart Flash filters and blending modes. We will use that in engine for sure, because our bet is do-it-once counting phases with further maps “baking”. When Hydra will come out with new Flash 10 we’ll just have to pass this routine to shaders. Size: 1.6Mb Controls: Mouse move — move light source Mouse click — change light color Mouse wheel or +/- — change material’s highlight curve Ctrl + wheel or +/- — change spotlight size Spacebar — nex tex I hope now I can finally turn loose now :) Happy New Year and Merry Christmas!
If you also take “heightmap”, you can create so called parallax effect, when texture is changed depending on view angle. We don’t need this for the game engine ’till we’ll got Flash Player 10. It will have an ability to write texture crunching scripts on Adobe’s Hydra language (they say it will use hardware acceleration). So it will be more like pixel shaders then. Размер: 1Мб Controls: Mouse — move Click — change light color Wheel or +/- — change specularity Space — nextex

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