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<channel>
	<title>*drawlogic &#187; 3D ENGINES</title>
	<atom:link href="http://drawlogic.com/category/3d-engines/feed/" rel="self" type="application/rss+xml" />
	<link>http://drawlogic.com</link>
	<description>interactive and game development technologies for the web - flash, flex, unity3d, silverlight, javascript</description>
	<lastBuildDate>Tue, 09 Mar 2010 18:39:24 +0000</lastBuildDate>
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			<item>
		<title>Pre-GDC: Unity Announces 3.0 Platform, Support For PS3, iPad, And Android</title>
		<link>http://drawlogic.com/2010/03/09/pre-gdc-unity-announces-3-0-platform-support-for-ps3-ipad-and-android/</link>
		<comments>http://drawlogic.com/2010/03/09/pre-gdc-unity-announces-3-0-platform-support-for-ps3-ipad-and-android/#comments</comments>
		<pubDate>Tue, 09 Mar 2010 18:38:17 +0000</pubDate>
		<dc:creator>drawk</dc:creator>
				<category><![CDATA[3D ENGINES]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[android]]></category>
		<category><![CDATA[ENGINE]]></category>
		<category><![CDATA[ipad]]></category>
		<category><![CDATA[ps3]]></category>
		<category><![CDATA[unity]]></category>
		<category><![CDATA[unity3d]]></category>

		<guid isPermaLink="false">http://drawlogic.com/?p=753</guid>
		<description><![CDATA[Unity is showing no signs of slowing down 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/touch [...]]]></description>
			<content:encoded><![CDATA[<p><strong><a href="http://www.gamasutra.com/view/news/27558/PreGDC_Unity_Announces_30_Platform_Support_For_PS3_iPad_And_Android.php">Unity is showing no signs of slowing dow</a></strong><a href="http://www.gamasutra.com/view/news/27558/PreGDC_Unity_Announces_30_Platform_Support_For_PS3_iPad_And_Android.php"><strong>n</strong></a> 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/touch and Wii.  But <a href="http://www.gamasutra.com/view/news/27558/PreGDC_Unity_Announces_30_Platform_Support_For_PS3_iPad_And_Android.php"><strong>now we will see support for PS3, iPad (obvious as it is a iPhone/touch) and Android</strong></a> (most likely with the help of the C++ NDK rather than the Java SDK).  XBOX 360 support was announced last year.</p>
<p>This is pretty huge even for such a small and innovative company. I guess it means it will be time to buy an upgrade soon.  Unity so far has been giving feature after feature for free for current license holders, this one seems big enough to justify a major version increase.</p>
<p><strong><em>Gamasutra comments on other great features:</em></strong></p>
<blockquote><p>This third iteration will also incorporate Umbra Software&#8217;s <strong>occlusion culling produc</strong>t, which is designed help performance for games with large, open scenes and complex geometry. The platform&#8217;s top-end version, Unity Pro, will include both Umbra and Beast at no additional cost.</p>
<p>Unity Technologies updated its Unity iPhone for version 3.0 to include streaming audio support for smaller build size, Bluetooth multiplayer support, faster in-game GUIs&#8221;, and a <strong>2D sprite engine</strong>. Furthermore, the company&#8217;s iPhone product will offer performance improvements that promise to provide faster frame rates.</p>
<p>The company says that with its new platform support for <strong>PlayStation 3, iPad, and Android</strong>, it offers developers an opportunity to target a larger install base than any other game engine.<strong> Unity&#8217;s game engine currently can produce games for Windows, Mac, iPhone, and Wii, with support for Xbox 360 </strong><a href="http://www.gamasutra.com/php-bin/news_index.php?story=25840"><strong>announced last October</strong></a><strong>.</strong></p></blockquote>
]]></content:encoded>
			<wfw:commentRss>http://drawlogic.com/2010/03/09/pre-gdc-unity-announces-3-0-platform-support-for-ps3-ipad-and-android/feed/</wfw:commentRss>
		<slash:comments>4</slash:comments>
		</item>
		<item>
		<title>Balder: Silverlight 3D Engine</title>
		<link>http://drawlogic.com/2010/02/12/balder-silverlight-3d-engine/</link>
		<comments>http://drawlogic.com/2010/02/12/balder-silverlight-3d-engine/#comments</comments>
		<pubDate>Fri, 12 Feb 2010 08:43:19 +0000</pubDate>
		<dc:creator>drawk</dc:creator>
				<category><![CDATA[3D ENGINES]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[C#]]></category>
		<category><![CDATA[SILVERLIGHT]]></category>
		<category><![CDATA[TECHNOLOGY]]></category>
		<category><![CDATA[ase]]></category>
		<category><![CDATA[balder]]></category>
		<category><![CDATA[csharp]]></category>
		<category><![CDATA[ENGINE]]></category>

		<guid isPermaLink="false">http://drawlogic.com/?p=746</guid>
		<description><![CDATA[Balder was one of the first 3d prototype engines in Silverlight and it has evolved quite nicely.  Balder by Einar Ingebrigtsen is described as a &#8220;Managed GameEngine with both 2D and 3D support targetting Silverlight, Xna and OpenGL.&#8221;
The sample browser will show you what Balder is capable of and it has come pretty far since [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://balder.codeplex.com/" target="_blank"><img class="alignright" title="Balder Silverlight 3d Engine" src="http://i81.photobucket.com/albums/j223/drawkbox/FileDownload.png" alt="" width="320" height="250" /></a><a href="http://balder.codeplex.com/" target="_blank">Balder</a> was one of the <a href="http://drawlogic.com/2007/07/15/3d-textured-silverlight/" target="_blank">first 3d prototype engines in Silverlight</a> and it has evolved quite nicely.  Balder by <a href="http://www.ingebrigtsen.info/" target="_blank">Einar Ingebrigtsen</a> is described as a &#8220;Managed GameEngine with both 2D and 3D support targetting Silverlight, Xna and OpenGL.&#8221;</p>
<p>The <a href="http://www.ingebrigtsen.info/Silverlight/Balder/20100204/TestPage.html" target="_blank">sample browser will show you what Balder is capable of</a> and it has come pretty far since the first version showing a wireframe teapot.</p>
<p>You know you&#8217;ve made it as a <a href="http://kodierer.blogspot.com/2009/12/world-real-time-3d-augmented-reality.html" target="_blank">3D engine when there are Augmented Reality</a> apps for it.</p>
<p>Here&#8217;s a glance at what some of the C# source looks like for a feel of the engine code from the Silverlight4 TestApp:</p>
<pre lang="csharp">
using Balder.Core.Execution;
using Balder.Core.Objects.Geometries;
using System;
using Balder.Core.Lighting;
using Balder.Core;
using Colors=System.Windows.Media.Colors;

namespace Balder.Silverlight4.TestApp
{
    public class MyGame : Game
    {
        public override void OnInitialize()
        {

            Camera.Position.X = 0;
            Camera.Position.Y = 0;
            Camera.Position.Z = -80;

            var light = new OmniLight();
            light.Diffuse = Color.FromSystemColor(Colors.Green);
            light.Ambient = Color.FromSystemColor(Colors.Green);
            light.Specular = Color.FromSystemColor(Colors.White);
            light.Position.X = 0;
            light.Position.Y = 0;
            light.Position.Z = -130;

            Scene.AddNode(light);

            base.OnInitialize();
        }

        public override void OnLoadContent()
        {
            var teapot = ContentManager.Load<Mesh>("teapot.ase");
            Scene.AddNode(teapot);
            base.OnLoadContent();
        }

        private double _sin;

        public override void OnUpdate()
        {

            Camera.Position.X = (float)(Math.Sin(_sin)*80);
            Camera.Position.Y = 0;
            Camera.Position.Z = (float)(Math.Cos(_sin) * 80);

            _sin += 0.05;
            base.OnUpdate();
        }

    }
}
</pre>
<ul>
<li><a href="http://www.ingebrigtsen.info/Silverlight/Balder/20100204/TestPage.html" target="_blank">Balder Demo Sample Browser</a></li>
<li><a href="http://github.com/einari/Balder" target="_blank">Balder at github</a></li>
<li><a href="http://balder.codeplex.com/" target="_blank">Get Balder Silverlight 3D Engine at Codeplex</a></li>
<li><a href="http://www.ingebrigtsen.info/post/2010/02/08/Balder-0886-is-out.aspx" target="_blank">Einar Ingebrigtsen&#8217;s Post on Balder Release</a></li>
</ul>
]]></content:encoded>
			<wfw:commentRss>http://drawlogic.com/2010/02/12/balder-silverlight-3d-engine/feed/</wfw:commentRss>
		<slash:comments>4</slash:comments>
		</item>
		<item>
		<title>Unity for Web Interactives Kicked Up A Notch By Carlos Ulloa/HelloEnjoy</title>
		<link>http://drawlogic.com/2009/12/02/unity-for-interactives-kicked-up-by-carlos-ulloahelloenjoy/</link>
		<comments>http://drawlogic.com/2009/12/02/unity-for-interactives-kicked-up-by-carlos-ulloahelloenjoy/#comments</comments>
		<pubDate>Thu, 03 Dec 2009 05:56:05 +0000</pubDate>
		<dc:creator>drawk</dc:creator>
				<category><![CDATA[3D ENGINES]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[PERFORMANCE]]></category>
		<category><![CDATA[PROGRAMMING]]></category>
		<category><![CDATA[TECHNOLOGY]]></category>
		<category><![CDATA[unity3d]]></category>
		<category><![CDATA[carlos]]></category>
		<category><![CDATA[DESIGN]]></category>
		<category><![CDATA[helloenjoy]]></category>
		<category><![CDATA[interactives]]></category>
		<category><![CDATA[style]]></category>
		<category><![CDATA[ulloa]]></category>
		<category><![CDATA[unity]]></category>

		<guid isPermaLink="false">http://drawlogic.com/?p=683</guid>
		<description><![CDATA[
If the question is if Unity can do interactives as smooth and stylish as Flash I think you may soon find out.  Carlos Ulloa of Papervision 3D fame has kicked it up a notch in Unity 3D with this interactive very reminiscent of the Ford Focus demo that helped bring in Papervision 3D for flash in style. Gotta [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.helloenjoy.com/unity/helloracer/" target="_blank"><img class="alignnone" title="Carlos Ulloa " src="http://i81.photobucket.com/albums/j223/drawkbox/carlosunity-1.png" alt="" width="560" height="305" /></a></p>
<p>If the question is if Unity can do interactives as smooth and stylish as Flash I think you may soon find out.  Carlos Ulloa of Papervision 3D fame <a href="http://www.helloenjoy.com/unity/helloracer/" target="_blank"><strong>has kicked it up a notch in Unity 3D with this</strong></a><a href="http://www.helloenjoy.com/unity/helloracer/" target="_blank"><strong> interactive</strong> </a>very reminiscent of the <a href="http://carlosulloa.com/" target="_blank">Ford Focus demo that helped bring in Papervision 3D</a> for flash in style. Gotta say though a mini is much better than a Ford Focus.</p>
<p>Flash is still the leader in web interactives and even marketing interactive 3d, Unity largely replaced Director and tools like it and high-end hardware rendered required interactives and games. <a href="http://www.helloenjoy.com/unity/helloracer/" target="_blank"> This interactive </a> by <a href="http://www.helloenjoy.com/" target="_blank">HelloEnjoy</a> has loads of polygons, unity physics system, lighting, environment mapping, showroom cameras, reflection, skid decals, highly detailed mesh and more.  Just take a peek inside the vehicle and at the rims for the detail that is impossible with the 2000 poly limit of Flash 3D software rendered engines.</p>
<p>Web interactives this heavy aren&#8217;t doable in a non hardware rendered player like Flash.  Unity is looking to pretty much own this level of quality in a browser.  I don&#8217;t think I have seen another interactive looking this good with Unity 3D.</p>
<p>Unity still is lacking many features that Flash has in support of making interactives for the web such as webcam support, mic support, better video support, better gui system, html support (although flash barely) and a larger install base but Unity could easily take the high-end advertising market in addition to owning highly immersive games that need hardware rendering which it is already doing for web gaming.  It is 2010 soon, most computers have a decent video card.  Put them to use!</p>
<ul>
<li><a href="http://blog.helloenjoy.com/2009/12/05/helloracer-unity/" target="_blank">Blog Post on the project</a></li>
<li><a href="http://www.helloenjoy.com/unity/helloracer/" target="_blank">View the project</a></li>
</ul>
]]></content:encoded>
			<wfw:commentRss>http://drawlogic.com/2009/12/02/unity-for-interactives-kicked-up-by-carlos-ulloahelloenjoy/feed/</wfw:commentRss>
		<slash:comments>11</slash:comments>
		</item>
		<item>
		<title>Unity 3D Indie Is Now Free</title>
		<link>http://drawlogic.com/2009/10/28/unity-3d-indie-is-now-free/</link>
		<comments>http://drawlogic.com/2009/10/28/unity-3d-indie-is-now-free/#comments</comments>
		<pubDate>Thu, 29 Oct 2009 00:50:45 +0000</pubDate>
		<dc:creator>drawk</dc:creator>
				<category><![CDATA[.NET]]></category>
		<category><![CDATA[3D ENGINES]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[C#]]></category>
		<category><![CDATA[PROGRAMMING]]></category>
		<category><![CDATA[TECHNOLOGY]]></category>
		<category><![CDATA[unity]]></category>
		<category><![CDATA[unity 3d]]></category>
		<category><![CDATA[unity3d]]></category>

		<guid isPermaLink="false">http://drawlogic.com/?p=670</guid>
		<description><![CDATA[Unity 3D Indie is now free for all developers and just called Unity now.  The Unity 3D Pro license is still $1500 and worth every penny.  But this news is great for indies and moreso the pro users that want the Unity Web Player to have more penetration and installs in the market.
Companies like EA, [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignright" title="Lerp is excited" src="http://i81.photobucket.com/albums/j223/drawkbox/lerp.png" alt="" width="250" height="294" /><a href="http://www.gamasutra.com/php-bin/news_index.php?story=25840" target="_blank">Unity 3D Indie is now free </a>for all developers and just called Unity now.  The Unity 3D Pro license is still $1500 and worth every penny.  But <a href="http://blogs.unity3d.com/2009/10/29/a-free-unity/" target="_blank">this news is great for indies</a> and moreso the pro users that want the Unity Web Player to have more penetration and installs in the market.</p>
<p><a href="http://drawlogic.com/2009/09/26/ea-using-unity-3d-for-tiger-woods-online/" target="_blank">Companies like EA,</a> <a href="http://www.fusionfall.com/splashpage.html" target="_blank">Cartoon Network</a> and <a href="http://starwars.lego.com/en-us/funandgames/CloneWars-Quest-For-R2D2.aspx" target="_blank">Lego </a>are using Unity 3D and just about every game developer I know including myself has been excited about the possibility of an engine that allows creation of hardware rendered web based games and desktop games, which are multi-platform and paths into the mobile market (iPhone/Touch) and console like Wii and XBOX in development (for additional licenses).</p>
<p><a href="http://drawlogic.com/2009/01/21/unity3d-25-coming-soon-about-to-blow-up-with-windows-ide-support/" target="_blank"> When Unity 3D released support for Windows</a> as a development environment in addition to Mac it  literally blew up as predicted this year. Also, <a href="http://unity3d.com/#whatsnew" target="_blank">Unity 2.6 is out</a> which is big because it finally supports third party source control such as Subversion and Perforce. Many of the barriers that were keeping it from integration into gaming pipelines are gone:  the price, the single platform and the source code integration issues.  Unity 3D has addressed all those issues.</p>
<p>What are you waiting for? Get your Unity3D on!</p>
]]></content:encoded>
			<wfw:commentRss>http://drawlogic.com/2009/10/28/unity-3d-indie-is-now-free/feed/</wfw:commentRss>
		<slash:comments>20</slash:comments>
		</item>
		<item>
		<title>Torque 3D Released</title>
		<link>http://drawlogic.com/2009/10/03/torque-3d-released/</link>
		<comments>http://drawlogic.com/2009/10/03/torque-3d-released/#comments</comments>
		<pubDate>Sun, 04 Oct 2009 03:59:25 +0000</pubDate>
		<dc:creator>drawk</dc:creator>
				<category><![CDATA[3D ENGINES]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[GAMEDEV]]></category>
		<category><![CDATA[GAMES]]></category>
		<category><![CDATA[torque]]></category>
		<category><![CDATA[TORQUE 3D]]></category>
		<category><![CDATA[unity]]></category>
		<category><![CDATA[unity 3d]]></category>
		<category><![CDATA[unity3d]]></category>

		<guid isPermaLink="false">http://drawlogic.com/?p=651</guid>
		<description><![CDATA[Torque 3D is out of beta and officially released to the world.  Torque was one of the first indie affordable game engines and they continue that work at Garage Games with a web enabled Torque 3D output much like the Unity 3D player.
The pipeline is not yet as streamlined as  as Unity 3D as Torque [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.garagegames.com/community/blogs/view/18393" target="_blank">Torque 3D is out of beta and officially released</a> to the world.  Torque was one of the first indie affordable game engines and they continue that work at Garage Games with a web enabled Torque 3D output much like the <a href="http://unity3d.com/" target="_blank">Unity 3D player</a>.</p>
<p>The pipeline is not yet as streamlined as  as Unity 3D as Torque has many legacy formats and components such as DTS models, DIF interiors and DSQ animation files that are specific to the Torque Engine.  But they have added support for COLLADA models and the community is strong for Torque 3D. Also, since Torque 3D is built on an older engine but updated for modern uses, the file formats and loading is streamlined for low poly and web based games that need small asset sizes but still have quality.</p>
<p>Like Unity 3D there are many paths to truly get your game published and available to many platforms from desktop on Windows and Mac to web players in all major browsers (and iPhone, Wii and XBox with more $$$). This is an amazing time in game development.</p>
<p>When I initially got into heavier game development in early 2003 after moving from Half-life to Unreal and then the affordable Torque, there were two major things missing, <a href="http://www.garagegames.com/community/forums/viewthread/18828" target="_blank">a web player export</a> and a <a href="http://www.garagegames.com/community/forums/viewthread/15284" target="_blank">good editor with intellisense</a>.  Torque 3D provides the web player export and<a href="http://www.garagegames.com/products/torsion" target="_blank"> Torsion is a great IDE for TorqueScript</a> beyond using Visual Studio or XCode for C++ source editing.</p>
<p>Some really nice tools include the River Editor and Road and Path editor that complement the great terrain editor and scene and asset editors that make production fairly quick in the Torque tool chain.</p>
<p><strong>Road and Path Editor</strong></p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="540" height="304" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://vimeo.com/moogaloop.swf?clip_id=4304245&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=00ADEF&amp;fullscreen=1" /><embed type="application/x-shockwave-flash" width="540" height="304" src="http://vimeo.com/moogaloop.swf?clip_id=4304245&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=00ADEF&amp;fullscreen=1" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p><a href="http://vimeo.com/4304245">Road and Path Editor &#8211; Torque 3D</a> from <a href="http://vimeo.com/garagegames">TorquePowered</a> on <a href="http://vimeo.com">Vimeo</a>.</p>
<p><strong>River Editor</strong></p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="540" height="304" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://vimeo.com/moogaloop.swf?clip_id=4304024&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=00ADEF&amp;fullscreen=1" /><embed type="application/x-shockwave-flash" width="540" height="304" src="http://vimeo.com/moogaloop.swf?clip_id=4304024&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=00ADEF&amp;fullscreen=1" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p><a href="http://vimeo.com/4304024">River Editor &#8211; Torque 3D</a> from <a href="http://vimeo.com/garagegames">TorquePowered</a> on <a href="http://vimeo.com">Vimeo</a>.</p>
<p>The good news is there is now two quality toolsets in Unity 3D and Torque that for about $1500 you can get a good pipeline and engine that will enable you to create great immersive games for many platforms and the web.  If you got the skills the platforms are there to get your game out to the world whichever platform you choose.  Similarly to the Flash vs Silverlight vs Canvas progress, with competition in this area it will keep both platforms innovating and supporting developers needs first.</p>
<p>For more immersive games that require hardware rendering beyond Flash capabilities Unity 3D and Torque 3D are now here for your creations.</p>
]]></content:encoded>
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		<slash:comments>5</slash:comments>
		</item>
		<item>
		<title>EA Using Unity 3D for Tiger Woods Online</title>
		<link>http://drawlogic.com/2009/09/26/ea-using-unity-3d-for-tiger-woods-online/</link>
		<comments>http://drawlogic.com/2009/09/26/ea-using-unity-3d-for-tiger-woods-online/#comments</comments>
		<pubDate>Sun, 27 Sep 2009 06:21:32 +0000</pubDate>
		<dc:creator>drawk</dc:creator>
				<category><![CDATA[3D ENGINES]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[based]]></category>
		<category><![CDATA[browser]]></category>
		<category><![CDATA[DEVELOPMENT]]></category>
		<category><![CDATA[ea]]></category>
		<category><![CDATA[experience]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[GAMEDEV]]></category>
		<category><![CDATA[instant action]]></category>
		<category><![CDATA[live]]></category>
		<category><![CDATA[online]]></category>
		<category><![CDATA[quake]]></category>
		<category><![CDATA[TECHNOLOGY]]></category>
		<category><![CDATA[tiger]]></category>
		<category><![CDATA[torque]]></category>
		<category><![CDATA[unity]]></category>
		<category><![CDATA[unity 3d]]></category>
		<category><![CDATA[unity3d]]></category>
		<category><![CDATA[woods]]></category>

		<guid isPermaLink="false">http://drawlogic.com/?p=647</guid>
		<description><![CDATA[Electronic Arts is using Unity 3D to develop Tiger Woods Online.  The game is currently in beta.  It was announced that they were using the engine in June on their blog but only on the reposted version here not the original post where the engine was just deemed &#8220;new technology&#8221;.
This is a major [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://tigerwoodsonline.ea.com/" target="_blank"><img class="alignright" title="Tiger Woods Online Using Unity 3D" src="http://i81.photobucket.com/albums/j223/drawkbox/img_ea_logo.gif" alt="" width="344" height="83" /></a>Electronic Arts is <a href="http://shogungamer.com/news/we-interview-ea-tiburon-about-their-innovative-game-tiger-woods-pga-tour-online-powered-unity-3" target="_blank">using Unity 3D</a> to develop <a href="http://tigerwoodsonline.ea.com/" target="_blank">Tiger Woods Online</a>.  The game is currently in beta.  It was announced that they were using the engine in June on their blog but only on the reposted version <a href="http://tigerwoodspgatour.easports.com/blog.action?blogId=Online" target="_blank">here </a>not the <a href="http://insideblog.easports.com/archive/2009/06/19/tiger-woods-pga-tour-online-why-we-created-an-online-only-version-of-tiger.aspx" target="_blank">original post </a>where the engine was just deemed &#8220;new technology&#8221;.</p>
<p>This is a major shift in the game industry and how it is being expanded into online properties that rival or better the console and desktop versions through online communities.  <a href="http://www.quakelive.com/" target="_blank">Quake Live</a> from id software uses their own system that wraps existing games (originally developed by Gaim Theory then bought by id Software) and <a href="http://technology.instantaction.com/" target="_blank">instant action technology</a> from garage games that runs <a href="http://www.instantaction.com/" target="_blank">instant action</a>.  All these systems have provided us browser based triple AAA style gaming fun.  It looks like that movement will continue as more and more game companies and publishers see the valid capabilities of <a href="http://blogs.unity3d.com/2009/09/21/rollins-rinaldi-intervie/" target="_blank">Unity 3D</a> to deliver when you need really deeply immersive 3d experiences in the browser. Also other systems like<a href="http://www.garagegames.com/products/torque-3d" target="_blank"> Torque 3D</a>, <a href="http://www.quakeunity.com/article=25" target="_blank">Quake Live technology</a> and more will be seeing this trend continue when it comes to games online. It is also becoming a choice for online web based 3d MMOs such as <a href="http://www.fusionfall.com/" target="_blank">Fusion Fall</a> and <a href="http://www.gamasutra.com/php-bin/news_index.php?story=25378" target="_blank">Marvel Super Hero Squad</a>.</p>
<ul>
<li><a href="http://shogungamer.com/news/we-interview-ea-tiburon-about-their-innovative-game-tiger-woods-pga-tour-online-powered-unity-3" target="_blank">Shogun Gamer interview with EA about Unity3D</a></li>
<li><a href="http://tigerwoodspgatour.easports.com/blog.action?blogId=Online" target="_blank">EA Blog Post About Tiger Woods Online</a></li>
<li><a href="http://blogs.unity3d.com/2009/09/21/rollins-rinaldi-intervie/" target="_blank">Unity 3D blog post about this </a></li>
</ul>
]]></content:encoded>
			<wfw:commentRss>http://drawlogic.com/2009/09/26/ea-using-unity-3d-for-tiger-woods-online/feed/</wfw:commentRss>
		<slash:comments>14</slash:comments>
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		<item>
		<title>WebGL Announced, Javascript Controlled OpenGL Standard, is Now Official at Khronos Group, Who Runs OpenGL, OpenVG, OpenGL ES</title>
		<link>http://drawlogic.com/2009/08/08/webgl-announced-javascript-controlled-opengl-standard-is-now-official-at-khronos-group-who-runs-opengl-openvg-opengl-es/</link>
		<comments>http://drawlogic.com/2009/08/08/webgl-announced-javascript-controlled-opengl-standard-is-now-official-at-khronos-group-who-runs-opengl-openvg-opengl-es/#comments</comments>
		<pubDate>Sat, 08 Aug 2009 21:55:11 +0000</pubDate>
		<dc:creator>drawk</dc:creator>
				<category><![CDATA[3D ENGINES]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[AWAY3D]]></category>
		<category><![CDATA[CODE]]></category>
		<category><![CDATA[COMPANIES]]></category>
		<category><![CDATA[CONFERENCE]]></category>
		<category><![CDATA[EFFECTS]]></category>
		<category><![CDATA[ENGINE]]></category>
		<category><![CDATA[GAMEDEV]]></category>
		<category><![CDATA[GAMES]]></category>
		<category><![CDATA[HAXE]]></category>
		<category><![CDATA[JAVASCRIPT]]></category>
		<category><![CDATA[LIBRARIES]]></category>
		<category><![CDATA[NEWS]]></category>
		<category><![CDATA[OPEN SOURCE]]></category>
		<category><![CDATA[OPENGL]]></category>
		<category><![CDATA[PROGRAMMING]]></category>
		<category><![CDATA[RENDERING]]></category>
		<category><![CDATA[STANDARDS]]></category>
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		<category><![CDATA[TORQUE 3D]]></category>
		<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[unity3d]]></category>
		<category><![CDATA[browser]]></category>
		<category><![CDATA[group]]></category>
		<category><![CDATA[khronos]]></category>
		<category><![CDATA[opengles]]></category>
		<category><![CDATA[standard]]></category>
		<category><![CDATA[webgl]]></category>

		<guid isPermaLink="false">http://drawlogic.com/?p=622</guid>
		<description><![CDATA[So many cool and useful technologies are unveiled at SIGGRAPH every year, this year at SIGGRAPH 2009 was no different.  Khronos Group, behind the new guidance of OpenGL, OpenGL ES, OpenCL, OpenVG, COLLADA etc, came another big announcement about hardware rendering within the browser.  WebGL is now an official standard being developed at Khronos Group [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignright" title="OpenGL" src="http://i81.photobucket.com/albums/j223/drawkbox/opengl-logo-1-1.png" alt="" width="239" height="123" />So many cool and useful technologies are unveiled at SIGGRAPH every year, this year at SIGGRAPH 2009 was no different.  Khronos Group, behind the new guidance of OpenGL, OpenGL ES, OpenCL, OpenVG, COLLADA etc, came another big announcement about hardware rendering within the browser.  <a href="http://www.khronos.org/news/press/releases/khronos-webgl-initiative-hardware-accelerated-3d-graphics-internet/" target="_blank">WebGL is now an official standard being developed</a> at Khronos Group to bring javascript control of OpenGL to browsers&#8230; Wow!</p>
<p>Ok so this was officially announced at the GDC in March but limited information, but now it has been slated for an <strong>official public standard </strong><strong>in early 2010</strong>. Shortly after the announcement at the GDC we saw <a href="http://code.google.com/apis/o3d/" target="_blank">Google o3D</a> appear doing exactly that, controlling OpenGL through Javascript in the browser <a href="http://o3d.blogspot.com/2009/07/improving-o3ds-hardware-compatibility.html" target="_blank">but it was still largely software/harward hybrid rendered</a>. Google, Mozilla, Opera are part of the companies supporting WebGL which is great for browser support, also NVIDIA, AMD and Ericsson are in on it.</p>
<blockquote>
<h3><img class="alignright" title="Khronos Group" src="http://i81.photobucket.com/albums/j223/drawkbox/khronos_logo.gif" alt="" width="195" height="57" />Khronos Details WebGL Initiative to Bring Hardware-Accelerated 3D Graphics to the Internet</h3>
<p><em>JavaScript Binding to OpenGL ES 2.0 for Rich 3D Web Graphics without Browser Plugins; Wide industry Support from Major Browser Vendors including Google, Mozilla and Opera; Specification will be Available Royalty-free to all Developers</em></p>
<p><strong>4th August, 2009 – New Orleans, SIGGRAPH 2009 – The Khronos™ Group, today announced more details on its new WebGL™ working group</strong> for enabling hardware-accelerated 3D graphics in Web pages without the need for browser plug-ins.  First announced at the Game Developers Conference in March of 2009, the WebGL working group includes many industry leaders such as <strong>AMD, Ericsson, Google, Mozilla, NVIDIA and Opera</strong>.  The WebGL working group is defining a JavaScript binding to OpenGL® ES 2.0 to enable rich 3D graphics within a browser on any platform supporting the OpenGL or OpenGL ES graphics standards.  The working group is developing the specification to provide content portability across diverse browsers and platforms, including the capability of portable, secure shader programs.  <strong>WebGL will be a royalty-free standard developed under the proven Khronos development process, with the target of a first public release in first half of 2010.</strong> Khronos warmly welcomes any interested company to become a member and participate in the development of the WebGL specification.</p></blockquote>
<p><a href="http://drawlogic.com/2009/04/21/google-releases-o3d-plugin-for-3d-in-browser-controlled-with-javascript/" target="_blank">Google released O3D</a> this year and there are great strides in 3d within the browser from game engine wrapper technologies such as <a href="http://technology.instantaction.com/" target="_blank">instant action technology</a>, gaim theory engine (now owned by id Software and runs <a href="http://www.quakelive.com/" target="_blank">Quake  Live</a>, hardware rendered <a href="http://unity3d.com/" target="_blank">Unity 3D</a> (and <a href="http://www.garagegames.com/products/torque-3d" target="_blank">Torque 3D</a> coming soon), and Flash software rendered  3d engines <a href="http://blog.papervision3d.org/" target="_blank">Papervision 3D</a>, <a href="http://away3d.com/" target="_blank">Away 3D</a>, <a href="http://www.flashsandy.org/" target="_blank">Sandy </a>(<a href="http://drawlogic.com/2009/07/16/haxe-sandy-able-to-generate-a-3d-javascript-engine-port-of-sandy-for-canvas/" target="_blank">Sandy also released a haXe version that exports a javascript version</a>) and others.  But it looks like the movement is to bring OpenGL to the web as a standard under the name WebGL, this would be great!  There would still be lots of times where plugins are better now and in the near future but the path is a good one. Having a software/hardware rendering hybrid like Google O3D for broad video card support (some of the painful older intel cards), or using a plugin like Unity3D, Torque 3D or wrapper technology for bigger engines is a good idea for the time being. But the future is grand in this area.</p>
<p>I think that Google O3D and OpenGL ES success on iPhone games probably combined to get this in motion.  OpenGL and very basic video cards are now standard in most machines out there.  <a href="http://unity3d.com/webplayer/hwstats/" target="_blank">Unity3D actually published hardware statistics on casual gamers</a> (web-based games) ever so kindly and shows that even though there are some older Intel cards out there, for the most part machines nowadays have a video card capable of supporting at least low-poly 3d and hardware supported 2d rendering in real-time for games, user interfaces and more.</p>
<p>This is exciting news, it appears the movement of the web gaming market is getting much more capable and is accelerating the innovation of hardware accelerating the web.</p>
]]></content:encoded>
			<wfw:commentRss>http://drawlogic.com/2009/08/08/webgl-announced-javascript-controlled-opengl-standard-is-now-official-at-khronos-group-who-runs-opengl-openvg-opengl-es/feed/</wfw:commentRss>
		<slash:comments>10</slash:comments>
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		<item>
		<title>Haxe Sandy Ability to Generate a 3D Javascript Engine Port of Sandy for Canvas</title>
		<link>http://drawlogic.com/2009/07/16/haxe-sandy-able-to-generate-a-3d-javascript-engine-port-of-sandy-for-canvas/</link>
		<comments>http://drawlogic.com/2009/07/16/haxe-sandy-able-to-generate-a-3d-javascript-engine-port-of-sandy-for-canvas/#comments</comments>
		<pubDate>Thu, 16 Jul 2009 17:32:36 +0000</pubDate>
		<dc:creator>drawk</dc:creator>
				<category><![CDATA[3D ENGINES]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[ACTIONSCRIPT]]></category>
		<category><![CDATA[ACTIONSCRIPT3]]></category>
		<category><![CDATA[ARCHITECT]]></category>
		<category><![CDATA[AS3]]></category>
		<category><![CDATA[GAMEDEV]]></category>
		<category><![CDATA[GAMES]]></category>
		<category><![CDATA[HAXE]]></category>
		<category><![CDATA[JAVASCRIPT]]></category>
		<category><![CDATA[OPEN SOURCE]]></category>
		<category><![CDATA[PROGRAMMING]]></category>
		<category><![CDATA[RENDERING]]></category>
		<category><![CDATA[SANDY]]></category>
		<category><![CDATA[STANDARDS]]></category>
		<category><![CDATA[TECHNOLOGY]]></category>
		<category><![CDATA[canvas]]></category>
		<category><![CDATA[ENGINE]]></category>
		<category><![CDATA[html5]]></category>
		<category><![CDATA[hx]]></category>
		<category><![CDATA[motor2]]></category>
		<category><![CDATA[port]]></category>
		<category><![CDATA[puremvc]]></category>
		<category><![CDATA[web]]></category>

		<guid isPermaLink="false">http://drawlogic.com/?p=604</guid>
		<description><![CDATA[Haxe Sandy is a version of Sandy that can export to an experimental Javascript 3D engine taking advantage of the &#60;canvas&#62; element. There are some great demos that run smoothly in canvas capable browsers and very smooth in Chrome.

Demos of Haxe Sandy:

Displaying  		a model
 Getting Started
 Model Loading
Physics
Shading
Tweening
Skybox
Primitives

Sandy was actually the first open source [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.flashsandy.org/haxe" target="_blank">Haxe Sandy </a>is a version of Sandy that can export to an experimental Javascript 3D engine taking advantage of the &lt;canvas&gt; element. There are some <a href="http://webdemos.sourceforge.net/haxesandy/gettingstarted-js.html" target="_blank">great demos that run smoothly</a> in canvas capable browsers and very smooth in Chrome.</p>
<p><a href="http://webdemos.sourceforge.net/haxesandy/gettingstarted-js.html" target="_blank"><img class="alignright" title="Sandy Haxe" src="http://i81.photobucket.com/albums/j223/drawkbox/sandyhx.png" alt="" width="341" height="292" /></a></p>
<p><strong>Demos of Haxe Sandy:</strong></p>
<ul>
<li><a href="http://webdemos.sourceforge.net/haxesandy/" target="_blank">Displaying  		a model</a></li>
<li> <a href="http://webdemos.sourceforge.net/haxesandy/gettingstarted-js.html" target="_blank">Getting Started</a></li>
<li> <a href="http://webdemos.sourceforge.net/haxesandy/modelloading-js.html" target="_blank">Model Loading</a></li>
<li><a href="http://webdemos.sourceforge.net/haxesandy/physics-js.html" target="_blank">Physics</a></li>
<li><a href="http://webdemos.sourceforge.net/haxesandy/shading-js.html" target="_blank">Shading</a></li>
<li><a href="http://webdemos.sourceforge.net/haxesandy/tweening-js.html" target="_blank">Tweening</a></li>
<li><a href="http://webdemos.sourceforge.net/haxesandy/skybox-js.html" target="_blank">Skybox</a></li>
<li><a href="http://webdemos.sourceforge.net/haxesandy/primitives-js.html" target="_blank">Primitives</a></li>
</ul>
<p>Sandy was actually the first open source 3d engine in flash, maybe this will be a trend building in <a href="http://haxe.org/" target="_blank">haXe </a>for export to flash and javascript?  It certainly looks like a great start and would make a very nice platform for 3d on the web allowing Sandy or other flash libraries to run in Flash and Javascript by writing in an abstraction platform like haXe. Other libraries like <a href="http://www.motorphysics.de/" target="_blank">Motor2</a>, <a href="http://code.google.com/p/physaxe/" target="_blank">Physaxe</a>, <a href="http://code.google.com/p/haxe3d/" target="_blank">haxe3D</a>, <a href="http://forums.puremvc.org/index.php?topic=636.0" target="_blank">PureMVC </a>and more have haXe versions. Still very experimental but a possible need when Flash and canvas are both in the market in the future.  Right now it is still all Flash.</p>
<ul>
<li><a href="http://www.flashsandy.org/haxe" target="_blank">Haxe Sandy</a></li>
<li><a href="http://webdemos.sourceforge.net/haxesandy/gettingstarted-js.html">Haxe Sandy Demos</a></li>
<li><a href="http://www.brighthub.com/hubfolio/matthew-casperson/blog/archive/2009/07/08/flash-and-javascript-3d-with-sandy-hx.aspx" target="_blank">Haxe Sandy Tutorials by Matthew Casperson</a></li>
<li><a href="http://www.flashsandy.org/download" target="_blank">Haxe Sandy Download</a>
<ul>
<li><a title="http://sandy.googlecode.com/files/sandy-hx-src-3.1.1.tar.gz" rel="nofollow" href="http://sandy.googlecode.com/files/sandy-hx-src-3.1.1.tar.gz">Download sources</a></li>
<li><a title="http://sandy.googlecode.com/files/sandy-hx-docs-3.1.1.tar.gz" rel="nofollow" href="http://sandy.googlecode.com/files/sandy-hx-docs-3.1.1.tar.gz">Download API documentation</a></li>
<li><a title="http://sandy.googlecode.com/files/sandy-hx-tutos-3.1.1.tar.gz" rel="nofollow" href="http://sandy.googlecode.com/files/sandy-hx-tutos-3.1.1.tar.gz">Download all examples to get started</a></li>
</ul>
</li>
</ul>
<p>[ <a href="http://www.devmaster.net/news/index.php?storyid=2296" target="_blank">via Matthew Casperson at devmaster.net</a> ]</p>
]]></content:encoded>
			<wfw:commentRss>http://drawlogic.com/2009/07/16/haxe-sandy-able-to-generate-a-3d-javascript-engine-port-of-sandy-for-canvas/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
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		<item>
		<title>V8-GL, Hardware Accelerated Desktop Apps with OpenGL in Javascript</title>
		<link>http://drawlogic.com/2009/06/21/v8-gl-hardware-accelerated-desktop-apps-with-opengl-in-javascript/</link>
		<comments>http://drawlogic.com/2009/06/21/v8-gl-hardware-accelerated-desktop-apps-with-opengl-in-javascript/#comments</comments>
		<pubDate>Mon, 22 Jun 2009 00:52:41 +0000</pubDate>
		<dc:creator>drawk</dc:creator>
				<category><![CDATA[3D ENGINES]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[APPLICATIONS]]></category>
		<category><![CDATA[ARCHITECT]]></category>
		<category><![CDATA[DESKTOP]]></category>
		<category><![CDATA[ENGINE]]></category>
		<category><![CDATA[GAMEDEV]]></category>
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		<category><![CDATA[MARKET]]></category>
		<category><![CDATA[OPEN SOURCE]]></category>
		<category><![CDATA[OPENGL]]></category>
		<category><![CDATA[PERFORMANCE]]></category>
		<category><![CDATA[PROGRAMMING]]></category>
		<category><![CDATA[RENDERING]]></category>
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		<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[v8]]></category>

		<guid isPermaLink="false">http://drawlogic.com/?p=583</guid>
		<description><![CDATA[This is a very cool project called V8-GL.  It is an OpenGL engine with 80% of the API converted to run on the V8 Javascript engine, the same engine that runs Google Chrome.

This is exciting as more productive languages like Javascript get speed boosts from engines like V8 and are capable of manipulating more complex [...]]]></description>
			<content:encoded><![CDATA[<p>This is a very cool project called <a href="http://github.com/philogb/v8-gl/tree/master#readme" target="_blank">V8-GL</a>.  It is <a href="http://blog.thejit.org/2009/06/21/v8-gl/">an OpenGL engine with 80% of the API converted to run on the V8 Javascript engine</a>, the <a href="http://code.google.com/p/v8/" target="_blank">same engine that runs Google Chrome</a>.</p>
<p><a href="http://blog.thejit.org/2009/06/21/v8-gl/" target="_blank"><img class="alignnone" title="V8-GL" src="http://i81.photobucket.com/albums/j223/drawkbox/v8gl2.png" alt="" width="658" height="500" /></a></p>
<p>This is exciting as more productive languages like Javascript get speed boosts from engines like V8 and are capable of manipulating more complex systems like OpenGL.  <a href="http://drawlogic.com/2009/04/21/google-releases-o3d-plugin-for-3d-in-browser-controlled-with-javascript/" target="_blank">Google is also pursing this in the browser with O3D with javascript manipulation of hardware rendering</a>.  Also, a Google funded project called <a href="http://code.google.com/p/unladen-swallow/" target="_blank">Unladen Swallow is converting Python to the LLVM virtual machine</a>, so that it can have increasing speeds to compete with gcc speeds.</p>
<p>Making things easier to produce and control with more simplified and minimal languages like Javascript, Python and Actionscript etc that control more complex systems, that typically you would need to invest more time in such as a platform on C++ is the goal. V8-GL has this goal in mind.</p>
<p><em>V8-GL from the author states:</em></p>
<blockquote><p><a href="http://github.com/philogb/v8-gl/tree/master#readme">V8-GL</a> intends to provide a high-level JavaScript API for creating 2D/3D hardware accelerated desktop graphics.</p>
<p>In other words, you can hack some JavaScript code that opens a desktop window and renders some 3D hardware accelerated graphics. Bindings are made using the <a href="http://code.google.com/p/v8/">V8 JavaScript engine</a>.</p></blockquote>
<ul>
<li><a href="http://blog.thejit.org/2009/06/21/v8-gl/" target="_blank">V8-GL blog post</a></li>
<li><a href="http://github.com/philogb/v8-gl/tree/master#readme" target="_blank">V8-GL source on Github</a></li>
<li>Also <a href="http://code.google.com/p/jslibs/" target="_blank">check out the SpiderMonkey jslibs project</a> with other javascript wrappers for libraries like ode, sdl and more using the engine by Mozilla.</li>
</ul>
]]></content:encoded>
			<wfw:commentRss>http://drawlogic.com/2009/06/21/v8-gl-hardware-accelerated-desktop-apps-with-opengl-in-javascript/feed/</wfw:commentRss>
		<slash:comments>3</slash:comments>
		</item>
		<item>
		<title>Blender to AS3 Exporter for Papervision 3D, Away 3D and Sandy Updated by Rozengain</title>
		<link>http://drawlogic.com/2009/06/14/blender-to-as3-exporter-for-papervision-3d-away-3d-and-sandy-updated-by-rozengain/</link>
		<comments>http://drawlogic.com/2009/06/14/blender-to-as3-exporter-for-papervision-3d-away-3d-and-sandy-updated-by-rozengain/#comments</comments>
		<pubDate>Sun, 14 Jun 2009 20:27:29 +0000</pubDate>
		<dc:creator>drawk</dc:creator>
				<category><![CDATA[3D ENGINES]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[ACTIONSCRIPT]]></category>
		<category><![CDATA[ACTIONSCRIPT3]]></category>
		<category><![CDATA[AS3]]></category>
		<category><![CDATA[AWAY3D]]></category>
		<category><![CDATA[FLASH]]></category>
		<category><![CDATA[GAMEDEV]]></category>
		<category><![CDATA[GAMES]]></category>
		<category><![CDATA[PAPERVISION]]></category>
		<category><![CDATA[RENDERING]]></category>
		<category><![CDATA[SANDY]]></category>
		<category><![CDATA[TECHNOLOGY]]></category>
		<category><![CDATA[TOOLS]]></category>
		<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[blender]]></category>
		<category><![CDATA[exporter]]></category>
		<category><![CDATA[papervision 3d]]></category>
		<category><![CDATA[pipeline]]></category>
		<category><![CDATA[plugin]]></category>
		<category><![CDATA[workflow]]></category>

		<guid isPermaLink="false">http://drawlogic.com/?p=567</guid>
		<description><![CDATA[Rozengain or Dennis Ippel of AKQA updated probably one of the tools I use the most for flash 3d and that is the blender to as3 exporter.  This simplifies loading in the meshes you have and lessens the bulk of the COLLADA format.  COLLADA is great but flash is still client side and fairly memory [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.rozengain.com/blog/2009/06/12/blender-to-actionscript-exporter-updated-export-multiple-objects-at-once/" target="_blank">Rozengain or Dennis Ippel</a> of <a title="AKQA" href="http://www.akqa.com/">AKQA</a> updated probably one of the tools I use the most for flash 3d and that is the blender to as3 exporter.  This simplifies loading in the meshes you have and lessens the bulk of the COLLADA format.  COLLADA is great but flash is still client side and fairly memory intensive for 3d so loading in models directly to as3 is nice if flash is your presentation tool.</p>
<p><a href="http://www.rozengain.com/blog/2009/06/12/blender-to-actionscript-exporter-updated-export-multiple-objects-at-once/" target="_blank">AS3 Blender exporter</a> has been updated to allow multiple object export. Also in April is was <a href="http://www.rozengain.com/blog/2009/04/06/blender-to-actionscript-exporter-updated-quads-and-modifiers/" target="_blank">updated to export quads and modifiers</a>.</p>
<p><a href="http://www.rozengain.com/blog/2009/06/12/blender-to-actionscript-exporter-updated-export-multiple-objects-at-once/" target="_blank"><img class="alignnone" title="Rozengain AS3 Blender Exporter" src="http://i81.photobucket.com/albums/j223/drawkbox/blendexpnew.jpg" alt="" width="340" height="229" /></a></p>
<p><a href="http://www.rozengain.com/blog/2009/06/12/blender-to-actionscript-exporter-updated-export-multiple-objects-at-once/" target="_blank"><img class="alignnone" title="Blender to AS3 Pipeline" src="http://i81.photobucket.com/albums/j223/drawkbox/export-actionscript-blender.jpg" alt="" width="350" height="275" /></a></p>
<p>One concern you might have is statically binding the code within a main swf fileon compile and resulting file size compared to loading in the DAE dynamically.  But you can just load these in as you would external DAE COLLADA files as compiled swfs and since it is just code it is very compact.   This adds some duplication of code (such as tweening libraries or the 3d engine source as needed) but allows a more horizontal loading or lazy loading of meshes when needed.</p>
<p>This is just another option to get 3D models into the flash 3d engine of your choice in addition to COLLADA, some MD2 support and limited ASE support.</p>
<p>This is an awesome project that keeps getting better, thanks Rozengain.</p>
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