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Client Work 1. As3gaming 0.

August 5th, 2008 | No Comments | Posted in news

Sorry about the hellacious posting recently, but client work has taken me out of the realm of actionscript in recent months.  When I’m not touching actionscript on a daily (or even weekly) basis, it’s hard to for me to stay engaged with the news and happenings of the actionscript 3 gaming community.

Think of this as a short programming break, and nothing permanent!

Electric 3D Engine - Electric Oyster

July 7th, 2008 | 2 Comments | Posted in games, news

Saw an interesting demo of another 3D flash engine, Electric 3D, over at Electric Oyster.  Not open source or available to developers, but still a neat demo.  Check it out:

http://www.electricoyster.com/electric3d/index.html

FOAM - Actionscript 3 2-D Physics

June 16th, 2008 | 3 Comments | Posted in Coding, Flex, news, open source, resources

Looking for a fresh new actionscript 3 2D physics engine?  Check out FOAM (Update: also check out a much more in-depth description on the generalrelativity blog).  From the project page:

FOAM is a two-dimensional rigid body physics engine written in ActionScript 3.0.

It is meant as an architectural and mathematical reference for developers interested in physics simulation in the area of game development or otherwise. It trades efficiency for modularity and extensibility.

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WOW-Engine - Physics in 3d

June 13th, 2008 | No Comments | Posted in Coding, Flex, flash, open source, resources

If you’re working on a 3d project, be sure to check out WOW-Engine.  From the site:

WOW-Engine is a free AS3 open source physics engine written by Seraf ( Jérôme Birembaut ) capable to handle positions in a 3D environment.

WOW-Engine use Sandy library for all the 3D mathematical computations (matrix, 3D vector, plane). The inner architecture of the engine is also inspired by Sandy’s one.

Collisions and physical reactions are possible thanks to the AS3 physic engine made by Alec Cove, named APE(version 0.2.).. Even if APE is a 2D physic engine, it is possible to extend the contraints on volumes, and that’s the purpose of WOW-engine. WOW-engine extends APE, and allows to simulate physics on 3D volumes.

WOW-Engine is capable to handle positions and rotations of abstract objects, which need to be linked to some visual objects (2D or 3D). The visual objects can be drawn thanks to another library (Sandy3D , Papervision3D, Away3D for 3D).

WOW-Engine use and depend of the Data Structures classes written by polygonal labs.

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Tutorial: Creating an Actionscript3-Only AIR Project

June 11th, 2008 | No Comments | Posted in Coding, Flex, resources

I spent some time searching the net trying to figure out how to make an Actionscript3-Only AIR Project and pieced together a bunch of information I though I’d share in a short tutorial.  Note that this method requires Flex Builder 3.

Click Here to read Creating an Actionscript3-Only AIR Project

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Tutorial: Creating a Dynamic Starfield with the Flint Particle System

June 9th, 2008 | No Comments | Posted in Flex, news

If you’re creating any sort of interactive environment in space in actionscript 3, this may be of interest to you: Tutorial: Creating a Dynamic Starfield wit the Flint Particle System

The basic concept:

  • Set up 4 particle emitters just outside the 4 edges of the screen
  • Feed the Starfield a velocity vector from your ship’s movement engine
  • use the velocity vector to give each generated particle a velocity opposite that of the ship
  • use the built-in garbage collector of the Flint Particle System to destroy stars that go off screen
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Flint Particle System v 1.0.3 released

June 5th, 2008 | No Comments | Posted in Coding, Flex, flash, news, open source, resources, welcome

Richard Lord over at Big Room just announced the v1.0.3 release of his Flint Particle System.  If you’re not familiar with it:

Flint is an open-source project to create a versatile particle system in Actionscript 3. The aim is to create a system that handles the common functionality for all particle systems, has methods for common particle behaviour, and lets developers extend it easily with their own custom behaviours without needing to touch the core code.

Check out the newest features in v1.0.3.

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Actionscript 3 Debugging Console

June 4th, 2008 | No Comments | Posted in news

Until recently, I’ve been using the Flash Tracer plugin for firefox for all trace-output while coding.  It’s worked great so far, but I’m a screen real-estate maniac and don’t want to have any unneccessary space used up if I don’t have to.  That’s why I was excited to see this.  ThunderBolt is a debugging console that fits right into firebug, which is a must-have for any web developer, so you don’t have to have any screen-space taken up by an extra plugin, like flash tracer.  Also, they have a pretty cool Adobe Air console if that’s your thing.

Mochi Media Launches New Network

June 3rd, 2008 | No Comments | Posted in news

From Venture Beat:

Mochi Media, the San Francisco company that offers ads that run in online casual games, and analytics services that look at game performance, is coming out with a new service. It has packaged its ads and analytics services together with its catalog of white-label games it syndicates, creating a way for web site publishers to both engage users through games and make money from that engagement.

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Alternativa Platform has officially Launched

June 1st, 2008 | No Comments | Posted in Coding, flash, news, resources

Just read on [draw.logic] that the Alternativa platform has officially launched - check out their site: alternativaplatform.com.

Very interesting stuff.  Not only was their 3d engine demo a remakable display of 3d performance in flash, but now they’ve released the techonology to the public in the form of .swc libraries.  Grab it here.

Tech specs from the site:

* signals system — only nesessary calculations;
* BSP — quality polygon sorting, “sharp” crossings;
* n-gons support;
* reusing layers (only changed regions redrawing, polygons are independent);
* objects hierarchy;
* only necessary matrix, coords and UVs recalculating;
* perspective correction — dynamic triangulation;
* collision detection.

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