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	<title>*drawlogic &#187; 3d</title>
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	<link>http://drawlogic.com</link>
	<description>interactive and game development technologies for the web - flash, flex, unity3d, silverlight, javascript</description>
	<lastBuildDate>Wed, 01 Sep 2010 23:21:52 +0000</lastBuildDate>
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		<title>Handheld and Console Gaming is Changing, How Apple is Changing It</title>
		<link>http://drawlogic.com/2010/09/01/handheld-gaming-is-changing-how-apple-is-changing-it/</link>
		<comments>http://drawlogic.com/2010/09/01/handheld-gaming-is-changing-how-apple-is-changing-it/#comments</comments>
		<pubDate>Wed, 01 Sep 2010 23:18:55 +0000</pubDate>
		<dc:creator>drawk</dc:creator>
				<category><![CDATA[3d]]></category>
		<category><![CDATA[GAMEDEV]]></category>
		<category><![CDATA[MARKET]]></category>
		<category><![CDATA[PROGRAMMING]]></category>
		<category><![CDATA[RENDERING]]></category>

		<guid isPermaLink="false">http://drawlogic.com/?p=864</guid>
		<description><![CDATA[Apple and other mobile platforms like Android might change the big three in gaming consoles faster than people think.  Gamasutra has an article about Apple&#8217;s assault on the gaming industry. Besides recently becoming the most popular configuration in the entire iPod lineup, the iPod Touch &#8220;has become the most popular portable game player in the [...]]]></description>
			<content:encoded><![CDATA[<div>Apple and other mobile platforms like Android might change the big three in gaming consoles faster than people think.  Gamasutra has an article about <a href="http://www.gamasutra.com/view/news/30224/Analysis_Apple_Heading_Toward_A_Gaming_Collision_Course.php ">Apple&#8217;s assault on the gaming industry</a>.</div>
<blockquote>
<div>Besides recently becoming the most popular  configuration in the entire iPod lineup, the iPod Touch <strong>&#8220;has become the  most popular portable game player in the world,&#8221;</strong> Jobs chimed. <strong>&#8220;The iPod Touch outsells Nintendo  and Sony portable game players combined. It has over 50 percent market share for  both the U.S. and worldwide.&#8221;</strong></div>
</blockquote>
<div>
<div>Small caveat is that the DS still has the most units but that will only last for a month or two more:</div>
<div>
<ul>
<li>DS = 125m</li>
<li>iOS devices = 120m</li>
<li>PSP = 62m</li>
</ul>
</div>
<div>Game sales</div>
<div>
<ul>
<li>DS = 718m games sold</li>
<li>PSP = 252m</li>
<li>iOS games = 1.5B games and entertainment</li>
</ul>
</div>
<div>But as far as devices Apple will surpass Nintendo this quarter as Apple handily beats them each month currently.</div>
<div>[<a href="http://www.tuaw.com/2010/09/01/ipod-touch-outselling-psp-and-ds-in-games-not-systems/">source</a>]</div>
<div>I believe that the Apple TV is also a notch in the future to console gaming, replacing the console with a thin client that can be controlled by handheld devices such as iOS devices. This may or may not happen but I think it will and it may be an Apple TV feature in the next year or two.  The Apple TV is an iOS device.</div>
</div>
<blockquote>
<div>However, as Mike Capps commented to Gamasutra in <a title="blocked::http://www.gamasutra.com/view/news/30223/Interview_Epics_Capps_On_Bringing_Hardcore_Flavor_To_iOS.php" href="http://www.gamasutra.com/view/news/30223/Interview_Epics_Capps_On_Bringing_Hardcore_Flavor_To_iOS.php">our  interview</a> immediately  following the event, &#8220;Right now, I can display from my iPad to my Apple TV on a  big screen TV. How far away are we from ,&#8217;That&#8217;s my game console, and it&#8217;s  displaying wirelessly to my television set?&#8217; It&#8217;s not far away.&#8221;</div>
<div>&#8230;</div>
<div>What will that mean? What form will it take? How soon will it come? All unanswerable. But Sony, Nintendo, and even Microsoft are all officially on notice as of today.</div>
</blockquote>
<p>Do  consoles anchored to a TV suddenly seem like the old way?</p>
<p>To the argument that the Appstore is full of bad games, it is, but it is also the secret to their success.  Apple built a platform and let indies in.  Apple was very critisized about their approval process but Playstation, XBOX, Nintendo Wii, Nintendo DS, Sony PSP all have more harsh approval processes and dont&#8217; even let indies begin developing until they approve.  The result is higher quality games on the latter devices however it is the same problem the web brought.</p>
<p>I think that was Nintendo and Sony&#8217;s downfall in that they didn&#8217;t jump on the  downloadable store AND allow indies in.  There are lots of fart apps that come  with allowing almost everything but you also get stuff like Angry Birds, Monster Dash, Real Racing, 2XL,  Gameloft etc.  I&#8217;d rather let everything in and let the charts decide what is  best rather than it be a closed market to indies from even trying.  But that  comes with lower quality games for the most part except those standouts that  might have been rejected on Nintendo or Sony platforms. 99% of the Appstore is  crap but 1% is awesome, that 1% might be bigger than the quality games that make  it to the PSP or DS.</p>
]]></content:encoded>
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		<slash:comments>5</slash:comments>
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		<item>
		<title>Chromium to Hardware Accelerate Rendering Using GPU including WebGL, Canvas and the Last Mile Final Pass</title>
		<link>http://drawlogic.com/2010/08/27/chromium-to-hardware-accelerate-rendering-using-gpu-including-webgl-canvas-and-final-pass/</link>
		<comments>http://drawlogic.com/2010/08/27/chromium-to-hardware-accelerate-rendering-using-gpu-including-webgl-canvas-and-final-pass/#comments</comments>
		<pubDate>Fri, 27 Aug 2010 21:33:07 +0000</pubDate>
		<dc:creator>drawk</dc:creator>
				<category><![CDATA[3D ENGINES]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[DEVELOPMENT]]></category>
		<category><![CDATA[ENGINE]]></category>
		<category><![CDATA[GAMEDEV]]></category>
		<category><![CDATA[GAMES]]></category>
		<category><![CDATA[PERFORMANCE]]></category>
		<category><![CDATA[PIXEL]]></category>
		<category><![CDATA[PROGRAMMING]]></category>
		<category><![CDATA[RENDERING]]></category>
		<category><![CDATA[STANDARDS]]></category>
		<category><![CDATA[TECHNOLOGY]]></category>
		<category><![CDATA[USER EXPERIENCE]]></category>

		<guid isPermaLink="false">http://drawlogic.com/?p=853</guid>
		<description><![CDATA[Chromium is moving to GPU hardware accelerate rendering all types of web content as much as possibly with their latest efforts. For some time now, there’s been a lot of work going on to overhaul Chromium’s graphics system. New APIs and markup like WebGL and 3D CSS transforms are a major motivation for this work, [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://blog.chromium.org/2010/08/chromium-graphics-overhaul.html">Chromium is moving to GPU hardware accelerate rendering all types of web content</a> as much as possibly with their latest efforts.</p>
<blockquote><p>For some time now, there’s been a lot of work going on to overhaul Chromium’s graphics system. New APIs and markup like WebGL and 3D CSS transforms are a major motivation for this work, but it also lets Chromium begin to take advantage of the GPU to speed up its entire drawing model, including many common 2D operations such as compositing and image scaling. As a lot of that work has been landing in tip-of-tree Chromium lately, we figured it was time for a primer.</p></blockquote>
<p>The primer they are looking at is not just rendering the content made in WebGL, CSS3 3d transformations and more but the entire final pass of the output.  This leads to some very interesting years ahead in browsers.  With Chromium, IE9, Firefox and Safari all now with aspects of hardware rendering and acceleration via the GPU, anyone not doing GPU acceleration is seemingly behind the curve that seemed to start in 2007ish to a culmination of today&#8217;s latest browsers.</p>
<blockquote><p>After these layers are rendered, there’s still a crucial last step to blend them all onto a single page as quickly as possible. Performing this last step on the CPU would have erased most of the performance gains achieved by accelerating individual layers, so Chromium now composites layers on the GPU when run with the &#8211;enable-accelerated-compositing flag.</p></blockquote>
<p>Web content will get really interesting over the next couple years.  Even <a href="http://unity3d.com/webplayer/hwstats/pages/web-2010Q2.html">basic computers now have a GPU and bottom of 32MB video memory</a>.  Why aren&#8217;t we using those GPUs as much as possible for web content and web games. The time of software rendering might be coming to an end now that processors seem to have topped out and the <a href="http://unity3d.com/webplayer/hwstats/pages/web-2010Q2-vram.html">bottom level computer is capable of handling a decent amount of video memory</a>. It will be easier to justify useful graphics acceleration with a better user experience when we can take advantage of all the computer/device has to offer.</p>
<ul>
<li><a href="http://blog.chromium.org/2010/08/chromium-graphics-overhaul.html">Chromium Blog post about this development</a></li>
<li><a href="http://code.google.com/p/chromium/wiki/ChromiumBrowserVsGoogleChrome">Differences between Chrome and Chromium</a> (the project behind Chrome)</li>
</ul>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Interesting JITB Flash Player</title>
		<link>http://drawlogic.com/2010/08/21/interesting-jitb-flash-player/</link>
		<comments>http://drawlogic.com/2010/08/21/interesting-jitb-flash-player/#comments</comments>
		<pubDate>Sun, 22 Aug 2010 04:23:40 +0000</pubDate>
		<dc:creator>drawk</dc:creator>
				<category><![CDATA[3d]]></category>
		<category><![CDATA[ACTIONSCRIPT]]></category>
		<category><![CDATA[ACTIONSCRIPT3]]></category>
		<category><![CDATA[AS3]]></category>
		<category><![CDATA[FLASH]]></category>
		<category><![CDATA[PROGRAMMING]]></category>
		<category><![CDATA[RENDERING]]></category>
		<category><![CDATA[TECHNOLOGY]]></category>
		<category><![CDATA[JAVA]]></category>
		<category><![CDATA[JAVASCRIPT]]></category>
		<category><![CDATA[jitb]]></category>
		<category><![CDATA[open]]></category>
		<category><![CDATA[OPENGL]]></category>
		<category><![CDATA[opengl es]]></category>
		<category><![CDATA[player]]></category>
		<category><![CDATA[source]]></category>

		<guid isPermaLink="false">http://drawlogic.com/?p=843</guid>
		<description><![CDATA[Here&#8217;s a look at another interesting flash player implementation by Joa Ebert using Java with OpenGL rendering support. It is at an early stage but has the right idea in hardware rendering to OpenGL which is easily cross platform and mobile capable with speed. This project is pretty new but there is work to make [...]]]></description>
			<content:encoded><![CDATA[<p>Here&#8217;s a look at another <a href="http://blog.joa-ebert.com/2010/08/19/introducing-jitb/">interesting flash player implementation by Joa Ebert using Java with OpenGL rendering</a> support.  It is at an early stage but has the right idea in hardware rendering to OpenGL which is easily cross platform and mobile capable with speed.</p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="480" height="385" 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://www.youtube.com/v/EMm893PRDJM?fs=1&amp;hl=en_US" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="480" height="385" src="http://www.youtube.com/v/EMm893PRDJM?fs=1&amp;hl=en_US" allowscriptaccess="always" allowfullscreen="true"></embed></object><br />
<a href="http://blog.joa-ebert.com/2010/08/19/introducing-jitb/"></a></p>
<p>This project is pretty new but there is work to make it web browser capable either in a java applet or a plugin for IE/FF/WebKit/etc but there are also others that are out there using alternative renderers. Most of these are in early development with varying support and do not currently compare to Adobe&#8217;s Flash Player versions.  However the hardware rendering ones like JITB may beat it fairly quickly once all the other features are added.  Complete OpenGL based renderers like Unity or WebGL are fast and can run pretty heavy rendering because of hardware acceleration for all drawing and native support.</p>
<p><strong>Other Flash Player implementations:</strong></p>
<ul>
<li><a href="http://sourceforge.net/apps/trac/lightspark">Lightspark </a>
<ul>
<li>AS3 script via LLVM</li>
<li>Written in C++ (very portable for native)</li>
<li>OpenGL accelerated rendering</li>
</ul>
</li>
<li><a href="http://smokescreen.us/">Smokescreen </a>
<ul>
<li>runs in Javascript/Canvas/html5</li>
<li>limited support</li>
</ul>
</li>
<li><a href="http://swfdec.freedesktop.org/wiki/">Swfdec</a> <a href="http://smokescreen.us/"></a>
<ul>
<li>Firefox plugin</li>
<li>Early development</li>
</ul>
</li>
<li><a href="http://www.gnu.org/software/gnash/">Gnash</a>
<ul>
<li>flash 7-9 support</li>
</ul>
</li>
</ul>
<p>Flash Players that use OpenGL as the renderer are nice because cross platform support is easier.  The reason why OpenGL is a great idea is it is so cross platform on desktop and on mobile, it is also coming soon in WebGL for the browser hopefully.</p>
<p><strong>Versions of OpenGL and support</strong></p>
<ul>
<li><strong>OpenGL ES </strong>
<ul>
<li><strong>OpenGL ES 1.1 = OpenGL 1.5 </strong>and lower (fixed function)
<ul>
<li>Android</li>
<li>iOS devices 3rd gen and lessx</li>
</ul>
</li>
<li><strong>OpenGL ES 2.0 = OpenGL 2+</strong> (current version 4.1 &#8211; shader capable).
<ul>
<li>iPhone (3GS or later), iPod Touch (3rd generation and later) and iPad</li>
<li>Android 2.2+</li>
<li>WebGL</li>
</ul>
</li>
</ul>
</li>
<li><strong>OpenGL</strong>
<ul>
<li>Windows</li>
<li>OSX</li>
<li>Linux</li>
</ul>
</li>
</ul>
<p>There is still a clear open field for an open source player to match something like Moonlight for Silverlight or hardware rendered canvas. WebGL would be great to have in time if it gets support but it is also nice to have a compiled language in the content that works in the player faster than scripting but with the ease of scripting. Plugins are still very relevant if they can address that.</p>
<p><strong><br />
</strong></p>
]]></content:encoded>
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		<item>
		<title>3D Racing Advergame with Unity</title>
		<link>http://drawlogic.com/2010/07/29/3d-racing-advergame-with-unity/</link>
		<comments>http://drawlogic.com/2010/07/29/3d-racing-advergame-with-unity/#comments</comments>
		<pubDate>Thu, 29 Jul 2010 22:47:52 +0000</pubDate>
		<dc:creator>drawk</dc:creator>
				<category><![CDATA[3D ENGINES]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[TECHNOLOGY]]></category>
		<category><![CDATA[unity3d]]></category>
		<category><![CDATA[advergame]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[GAMEDEV]]></category>
		<category><![CDATA[unity]]></category>
		<category><![CDATA[unity 3d]]></category>

		<guid isPermaLink="false">http://drawlogic.com/?p=826</guid>
		<description><![CDATA[Pretty sweet web racing advergame for Disney&#8217;s The Sorcerer&#8217;s Apprentice by C4RL05, made with Unity. Carlos Ulloa is of course the same dude that made the Unity HelloRacer. He is also famous for starting Papervision3D for Flash but has been doing some amazing work in Unity for more immersive 3D experiences. The game is another example of how [...]]]></description>
			<content:encoded><![CDATA[<p>Pretty sweet <a href="http://www2.disney.co.uk/the-sorcerers-apprentice-driving-game">web racing advergame for Disney&#8217;s The Sorcerer&#8217;s Apprentice</a> by C4RL05, made with Unity. Carlos Ulloa is of course the same dude that made the <a href="http://www.helloracer.com/">Unity HelloRacer</a>. He is also famous for starting Papervision3D for Flash but has been doing some amazing work in Unity for more immersive 3D experiences.</p>
<p><a href="http://www2.disney.co.uk/the-sorcerers-apprentice-driving-game">The game</a> is another example of how when you need really immersive experiences for advergames or brands, Unity is looking like a great choice. Unity isn&#8217;t perfect for many things that Flash is such as video, 2d games, mixing media, mic/cam apps, and data, but for games where 3d is required it seems to be the way to go.</p>
]]></content:encoded>
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		</item>
		<item>
		<title>Lightspark Open Source Flash Player</title>
		<link>http://drawlogic.com/2010/07/25/lightspark-open-source-flash-player/</link>
		<comments>http://drawlogic.com/2010/07/25/lightspark-open-source-flash-player/#comments</comments>
		<pubDate>Mon, 26 Jul 2010 04:41:16 +0000</pubDate>
		<dc:creator>drawk</dc:creator>
				<category><![CDATA[3D ENGINES]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[AS3]]></category>
		<category><![CDATA[FLASH]]></category>
		<category><![CDATA[glsl]]></category>
		<category><![CDATA[lightspark]]></category>
		<category><![CDATA[llvm]]></category>
		<category><![CDATA[open]]></category>
		<category><![CDATA[OPENGL]]></category>
		<category><![CDATA[player]]></category>
		<category><![CDATA[source]]></category>

		<guid isPermaLink="false">http://drawlogic.com/?p=788</guid>
		<description><![CDATA[Alessandro Pignotti&#8217;s project looks to be the start of something good to come. Lightspark Open Source Flash Player [github]has some really nice features that should influence the Flash Player and maybe even draw some interest from Adobe?  Maybe it can be like the Moonlight player for Silverlight only broader. One such awesome feature is OpenGL GLSL [...]]]></description>
			<content:encoded><![CDATA[<p>Alessandro Pignotti&#8217;s project looks to be the start of something good to come. <a href="http://lightspark.sourceforge.net/" target="_blank">Lightspark Open Source Flash Player </a> [<a href="http://github.com/alexp-sssup/lightspark">github</a>]has some really nice features that should influence the Flash Player and maybe even draw some interest from Adobe?  Maybe it can be like the Moonlight player for Silverlight only broader.</p>
<p>One such awesome feature is OpenGL GLSL hardware rendered shaders for elements of flash. Flash has Pixel Bender which is pretty nice but having GLSL shaders and the use of OpenGL directly is great.</p>
<p><strong>Features</strong></p>
<ul>
<li>JIT compilation of ActionScript to native x86 bytecode using <a href="http://lightspark.sourceforge.net/llvm.org">LLVM</a></li>
<li><a href="http://en.wikipedia.org/wiki/OpenGL_Shading_Language">Hardware accelerated rendering using OpenGL Shaders (GLSL)</a></li>
<li>Very good and robust support for current-generation ActionScript 3</li>
<li>A new, clean, codebase exploiting multithreading and optimized for modern hardware. Designed from scratch after the official Flash documentation was released.</li>
</ul>
]]></content:encoded>
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		<title>Plan B for Unity on iOS4, C++ Option</title>
		<link>http://drawlogic.com/2010/07/02/unity-on-ios4-c-plus-plus-option/</link>
		<comments>http://drawlogic.com/2010/07/02/unity-on-ios4-c-plus-plus-option/#comments</comments>
		<pubDate>Fri, 02 Jul 2010 07:01:34 +0000</pubDate>
		<dc:creator>drawk</dc:creator>
				<category><![CDATA[3D ENGINES]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[ENGINE]]></category>
		<category><![CDATA[TECHNOLOGY]]></category>
		<category><![CDATA[unity3d]]></category>
		<category><![CDATA[C#]]></category>
		<category><![CDATA[ios]]></category>
		<category><![CDATA[ios4]]></category>
		<category><![CDATA[JAVASCRIPT]]></category>
		<category><![CDATA[mono]]></category>
		<category><![CDATA[unity]]></category>

		<guid isPermaLink="false">http://drawlogic.com/?p=804</guid>
		<description><![CDATA[Unity is a great and agile company that responded to the iOS4 changes with something very nice, a C++ option to develop with the Unity engine on the iOS. They will implement this if using Mono is barred which so far hasn&#8217;t happened.  I have to say I wish this was an option for the [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://blogs.unity3d.com/2010/07/02/unity-and-ios-4-0-update-iii/"><img class="alignright" src="http://i81.photobucket.com/albums/j223/drawkbox/lerp.png" alt="" width="250" height="294" /></a>Unity is a great and agile company that responded to the iOS4 changes with something very nice, a <a href="http://blogs.unity3d.com/2010/07/02/unity-and-ios-4-0-update-iii/" target="_blank"><strong>C++ option to develop with the Unity engine</strong></a> on the iOS. They will implement this if using Mono is barred which so far hasn&#8217;t happened.  I have to say I wish this was an option for the Unity Engine all the time and hope they implement it anyways. For now <a title="Posts by Joachim Ante" href="http://blogs.unity3d.com/author/joe/">Joachim Ante</a> on the the Unity blog says this:</p>
<blockquote><p>We continue to be excited about the iPhone, iPod touch and iPod as platform targets for Unity developers. While we don’t think C++ is the best language to write game code , using C++ as a scripting language has memory and performance advantages on low-end devices. This is a great feature to have for developers who want to squeeze the last ounce of memory &amp; performance out of their games.</p>
<p>We still can’t believe Apple will force developers into choosing a specific language for development. And as mentioned, <strong>Apple is still approving every Unity-based game we know of. In case the situation changes, rest assured that we are working this Plan B.</strong></p>
<p>We’ll be ready to talk more about this as well as share some time-line information with you soon, while of course waiting to find out if any of this will actually be necessary.</p></blockquote>
<p>The Unity Plan B is that the C++ engine code that mimics as closely as it can to the Mono .net C# or Javascript code. From the <a href="http://blogs.unity3d.com/2010/07/02/unity-and-ios-4-0-update-iii/">samples on the blog the C++ and Mono (javascript in this case) samples are really similar</a>.</p>
<p>Many current engines are legacy or have lots of bloat, unless you write your own, or maybe even still then. Though this is looking really clean for C++ game engine code, at least in comparison to current industry leaders for indie engines.</p>
<p>It would be a beautiful C++ library to use even if Apple doesn&#8217;t require it. Compared to the other indie game engines out this would be a sweet C++ engine for indies and hope they do this no matter. C++ can be written cleanly and with influence from a simplified C#/Javascript engine and clean API it makes for a killer C++ engine that makes sense. Right now native is really attrctive on embedded for some years to come.</p>
<p>A very <a href="http://blogs.unity3d.com/2010/07/02/unity-and-ios-4-0-update-iii/">basic comparison from their blog</a>:</p>
<h3>Javascript Sample</h3>

<div class="wp_syntax"><div class="code"><pre class="javascript" style="font-family:monospace;"><span style="color: #003366; font-weight: bold;">function</span> Update<span style="color: #009900;">&#40;</span><span style="color: #009900;">&#41;</span><span style="color: #009900;">&#123;</span>
    <span style="color: #006600; font-style: italic;">//Spin the object around the world origin</span>
    transform.<span style="color: #660066;">RotateAround</span><span style="color: #009900;">&#40;</span>Vector3.<span style="color: #660066;">zero</span><span style="color: #339933;">,</span> Vector3.<span style="color: #660066;">up</span><span style="color: #339933;">,</span> <span style="color: #CC0000;">20</span> <span style="color: #339933;">*</span> Time.<span style="color: #660066;">deltaTime</span><span style="color: #009900;">&#41;</span><span style="color: #339933;">;</span>
<span style="color: #009900;">&#125;</span></pre></div></div>

<h3>C# Sample</h3>

<div class="wp_syntax"><div class="code"><pre class="csharp" style="font-family:monospace;"><span style="color: #0600FF;">using</span> <span style="color: #008080;">System.Collections</span><span style="color: #008000;">;</span>
<span style="color: #0600FF;">using</span> <span style="color: #008080;">UnityEngine</span><span style="color: #008000;">;</span>
<span style="color: #0600FF;">public</span> <span style="color: #FF0000;">class</span> Example  <span style="color: #008000;">:</span> MonoBehaviour <span style="color: #000000;">&#123;</span>
    <span style="color: #0600FF;">void</span> Update<span style="color: #000000;">&#40;</span><span style="color: #000000;">&#41;</span><span style="color: #000000;">&#123;</span>
        <span style="color: #008080; font-style: italic;">//Spin the object around the world origin</span>
        transform.<span style="color: #0000FF;">RotateAround</span><span style="color: #000000;">&#40;</span>Vector3.<span style="color: #0000FF;">zero</span>, Vector3.<span style="color: #0000FF;">up</span>, <span style="color: #FF0000;">20</span> <span style="color: #008000;">*</span> Time.<span style="color: #0000FF;">deltaTime</span><span style="color: #000000;">&#41;</span><span style="color: #008000;">;</span>
    <span style="color: #000000;">&#125;</span>
<span style="color: #000000;">&#125;</span></pre></div></div>

<h3>C++ Sample</h3>

<div class="wp_syntax"><div class="code"><pre class="cpp" style="font-family:monospace;"><span style="color: #339900;">#include &quot;UnityEngine.h&quot;</span>
<span style="color: #0000ff;">class</span> Example <span style="color: #008080;">:</span> <span style="color: #0000ff;">public</span> MonoBehaviour <span style="color: #008000;">&#123;</span>
<span style="color: #0000ff;">public</span><span style="color: #008080;">:</span>
    <span style="color: #0000ff;">void</span> Update<span style="color: #008000;">&#40;</span><span style="color: #008000;">&#41;</span> <span style="color: #008000;">&#123;</span>
        transform.<span style="color: #007788;">RotateAround</span><span style="color: #008000;">&#40;</span>Vector<span style="color: #008080;">::</span><span style="color: #007788;">zero</span>, Vector3<span style="color: #008080;">::</span><span style="color: #007788;">up</span>, <span style="color: #0000dd;">20</span> <span style="color: #000040;">*</span> Time<span style="color: #008080;">::</span><span style="color: #007788;">GetDeltaTime</span><span style="color: #008000;">&#40;</span><span style="color: #008000;">&#41;</span><span style="color: #008000;">&#41;</span><span style="color: #008080;">;</span>
    <span style="color: #008000;">&#125;</span>
<span style="color: #008000;">&#125;</span><span style="color: #008080;">;</span></pre></div></div>

<p>Things I am wondering&#8230;</p>
<ul>
<li>Will this help porting to Android versions if they use the NDK?</li>
<li>How much smaller will my app be if I use the C++ version (attractive feature since the mono dlls are pretty big &#8211; even though I really dig mono)?</li>
<li>Wouldn&#8217;t a C++ version be a better base with pluggable scripting in C# if you want? Maybe an option for Lua with a similar API signature for all? Ok maybe over-engineering there&#8230;</li>
</ul>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Google Chooses WebGL and Moves O3D to a WebGL Javascript Library</title>
		<link>http://drawlogic.com/2010/05/07/google-chooses-webgl-and-moves-o3d-to-a-webgl-javascript-library/</link>
		<comments>http://drawlogic.com/2010/05/07/google-chooses-webgl-and-moves-o3d-to-a-webgl-javascript-library/#comments</comments>
		<pubDate>Sat, 08 May 2010 04:31:35 +0000</pubDate>
		<dc:creator>drawk</dc:creator>
				<category><![CDATA[3D ENGINES]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[TECHNOLOGY]]></category>
		<category><![CDATA[based]]></category>
		<category><![CDATA[browser]]></category>
		<category><![CDATA[GAMES]]></category>
		<category><![CDATA[google]]></category>
		<category><![CDATA[o3d]]></category>
		<category><![CDATA[webgl]]></category>

		<guid isPermaLink="false">http://drawlogic.com/?p=782</guid>
		<description><![CDATA[Google has decided to put weight behind WebGL and stop actively developing O3D as a plugin, rather they will make O3D a Javascript library on top of WebGL. This will focus the 3D plugin development efforts from Google into just WebGL on top of the OpenGL ES 2 spec, which in turn runs in the [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignright" title="Web Sockets in Chrome Google" src="http://i81.photobucket.com/albums/j223/drawkbox/google-logo.png" alt="" width="233" height="222" /><a href="http://blog.chromium.org/2010/05/future-of-o3d.html" target="_blank">Google has decided to put weight behind WebGL and stop actively developing O3D as a plugin</a>, rather they will make O3D a Javascript library on top of <a href="http://www.khronos.org/webgl/" target="_blank">WebGL</a>.  This will focus the 3D plugin development efforts from Google into just WebGL on top of the OpenGL ES 2 spec, which in turn runs in the html5 &lt;canvas&gt; tag.</p>
<p>WebGL is pretty exciting offering browser based OpenGL and hardware rendered graphics.  When this becomes mainstream this will change up gaming and interactive on the web immensely.  Unity 3D and Flash 3d engines add lots of immersive environments and WebGL will be just as exciting,<em> if all browsers adopt it (canvas/webgl).</em></p>
<blockquote><p>At Google, we’re deeply committed to implementing and advancing standards, so as of today, the O3D project is changing direction, evolving from its current plug-in implementation into a JavaScript library that runs on top of WebGL. Users and developers will still be able to download the O3D plug-in and source code for at least one year, but other than a maintenance release, <strong>we plan to stop developing O3D as a plug-in and focus on improving WebGL and O3D as a JavaScript library</strong>.</p></blockquote>
<p><strong>About WebGL</strong></p>
<blockquote><p><a href="http://www.khronos.org/webgl/"><img class="alignleft" title="WebGL" src="http://i81.photobucket.com/albums/j223/drawkbox/webgl_200px.gif" alt="" width="163" height="75" /></a>WebGL is a cross-platform, royalty-free web standard for a low-level 3D graphics API based on OpenGL ES 2.0, exposed through the <a title="http://dev.w3.org/html5/spec/Overview.html" rel="nofollow" href="http://dev.w3.org/html5/spec/Overview.html">HTML5</a> Canvas element as <a title="http://www.w3.org/DOM/" rel="nofollow" href="http://www.w3.org/DOM/">Document Object Model</a> interfaces. Developers familiar with OpenGL ES 2.0 will recognize WebGL as a Shader-based API using GLSL, with constructs that are semantically similar to those of the underlying OpenGL ES 2.0 API. It stays very close to the OpenGL ES 2.0 specification, with some concessions made for what developers expect out of memory-managed languages such as JavaScript.</p>
<p>WebGL brings plugin-free 3D to the web, implemented right into the browser. <strong>Major browser vendors Apple (Safari), Google (Chrome), Mozilla (Firefox), and Opera (Opera) are members of the WebGL Working Group. <em>&#8220;It feels like, someone&#8217;s missin-ing&#8221;</em></strong></p></blockquote>
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		<slash:comments>12</slash:comments>
		</item>
		<item>
		<title>IE9 Will Have Hardware Acceleration on the GPU, Will Support html5 canvas, video</title>
		<link>http://drawlogic.com/2010/03/19/ie9-will-have-hardware-acceleration-on-the-gpu-so-says-amd/</link>
		<comments>http://drawlogic.com/2010/03/19/ie9-will-have-hardware-acceleration-on-the-gpu-so-says-amd/#comments</comments>
		<pubDate>Sat, 20 Mar 2010 02:26:46 +0000</pubDate>
		<dc:creator>drawk</dc:creator>
				<category><![CDATA[3d]]></category>
		<category><![CDATA[acceleration]]></category>
		<category><![CDATA[anmation]]></category>
		<category><![CDATA[browser]]></category>
		<category><![CDATA[hardware]]></category>
		<category><![CDATA[html5]]></category>
		<category><![CDATA[ie9]]></category>
		<category><![CDATA[RENDERING]]></category>

		<guid isPermaLink="false">http://drawlogic.com/?p=758</guid>
		<description><![CDATA[UPDATE: Due to retractions it cannot be entirely confirmed that IE9 will support &#60;canvas&#62; of html5 spec.  They are the last browser and they must support it for it to be a real, valid solution for 2d animation.  GPU supported &#60;canvas&#62; would be a huge innovation but would also most likely kill Silverlight for animation, [...]]]></description>
			<content:encoded><![CDATA[<p><em><strong>UPDATE</strong>: Due to retractions it cannot be entirely confirmed that IE9 will support &lt;canvas&gt; of html5 spec.  They are the last browser and they must support it for it to be a real, valid solution for 2d animation.  GPU supported &lt;canvas&gt; would be a huge innovation but would also most likely kill Silverlight for animation, unless they integrate &lt;canvas&gt;.  Standards are such a tough bet, ask Adobe with the ES4 bet.  Since standards are so tough to get through and are design by committee many times, plugins still have a huge advantage of changing easily. We&#8217;ll keep an eye on IE9 to see if the &lt;canvas&gt; revolution will happen soon or if it will be years off.  It will most likely be years off for mainstream at any rate.</em></p>
<p>Could it be that Microsoft is innovating again?  <a href="http://blogs.amd.com/developer/2010/03/16/ie9-takes-advantage-of-the-gpu/" target="_blank"><strong>IE9 will supposedly be largely hardware accelerated</strong></a> for all graphical elements and possibly &lt;canvas&gt; and &lt;video&gt; html5 tags? IE9 test drive preview <a href="http://ie.microsoft.com/testdrive/">available here</a>.</p>
<p>It appears Microsoft has been enjoying the Apple, Adobe, Google smackdowns on each other, got lost in the dust kicked up and just done what many developers want: hardware acceleration. <a href="http://tech.icrontic.com/news/mozilla-adds-hardware-acceleration-to-firefox-3-7/">Firefox 3.7 also has hardware acceleration coming down the pike</a>.</p>
<blockquote><p>Specifically, IE9 will take advantage of the underlying hardware in different ways, both from a visual perspective as well as code execution perspective:</p>
<ul>
<li>The MSHTML rendering layer has been enhanced to use Direct2D and DirectWrite instead of GDI.  Direct2D enables GPU accelerated 2D graphics and text, and allows sub-pixel positioning.  In addition, the GPU is used for scaling (bitmaps are mapped to textures), which is ideal for zooming and moving images around the screen.  This GPU support translates directly into improved readability of pages, more precise placement of text and images, and smooth scrolling and zooming.</li>
<li>JavaScript performance is greatly improved from older versions of Internet Explorer, and should be competitive if not better than competing browsers.  In the past, JavaScript in IE was interpreted and not compiled into native processor instructions.  The JavaScript engine now includes a JIT compiler which emits x86 instructions and compiles the code before it runs, resulting in a dramatic performance uplift.  Instruction generation can also be tailored to the underlying processor to take full advantage of the underlying platform.</li>
<li>IE9 is more standards compliant than previous versions, with new support for HTML5 elements such as &lt;video&gt;, CSS3 support, and SVG support. <strong> All graphic elements will be accelerated on the GPU and will enable hardware accelerated rendering contexts for application development, improving visual display, reducing CPU usage, and improving power usage.</strong></li>
</ul>
</blockquote>
<p>There is no excuse in this age where most people have at least a 32MB cards even on the lowly intel OEM cards to not take some advantage of hardware rendering/acceleration for aspects of web content including video, 2d, games and even 3d.</p>
<p>There are lots of other areas of browsers and tech that is hardware accelerated such as plugins like Unity (and Director waaay before that), video, and new tools like WebGL/O3D. Firefox 3.7 is also aiming for hardware acceleration.  This idea of browser graphical elements not just in a plugin or video player being hardware accelerated is something that might spark some very interesting and innovative experiences.</p>
<p>I applaud this effort and hope there is truth in it beyond just a preview that has features cut.  I also hope more browsers and plugins start doing the same besides just IE9 and Firefox. This entire blog has pretty much had an underlying hardware rendering/acceleration slant.  I have been pushing this for sometime and I believe the time is coming soon that web developers will be equipped with the power that native and game developers have for graphics soon, mainly for applications, games and experiences.</p>
<p>The best news is that IE9 will support html5 and &lt;canvas&gt;, &lt;video&gt; tags and ensures the new functionality that web developers will be able to use.  We&#8217;ll all have to wait for 2-3 years probably before it is something that is 90% saturated and usable in the mainstream market but it is good to know great times lie ahead.</p>
<p>I can&#8217;t believe I just wrote about IE possibly innovating ahead of others.</p>
]]></content:encoded>
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		<slash:comments>6</slash:comments>
		</item>
		<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 and [...]]]></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>
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		<slash:comments>8</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 [...]]]></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>

<div class="wp_syntax"><div class="code"><pre class="csharp" style="font-family:monospace;"><span style="color: #0600FF;">using</span> <span style="color: #008080;">Balder.Core.Execution</span><span style="color: #008000;">;</span>
<span style="color: #0600FF;">using</span> <span style="color: #008080;">Balder.Core.Objects.Geometries</span><span style="color: #008000;">;</span>
<span style="color: #0600FF;">using</span> <span style="color: #008080;">System</span><span style="color: #008000;">;</span>
<span style="color: #0600FF;">using</span> <span style="color: #008080;">Balder.Core.Lighting</span><span style="color: #008000;">;</span>
<span style="color: #0600FF;">using</span> <span style="color: #008080;">Balder.Core</span><span style="color: #008000;">;</span>
<span style="color: #0600FF;">using</span> <span style="color: #008080;">Colors</span><span style="color: #008000;">=</span><span style="color: #000000;">System</span>.<span style="color: #0000FF;">Windows</span>.<span style="color: #0000FF;">Media</span>.<span style="color: #0000FF;">Colors</span><span style="color: #008000;">;</span>
&nbsp;
<span style="color: #0600FF;">namespace</span> Balder.<span style="color: #0000FF;">Silverlight4</span>.<span style="color: #0000FF;">TestApp</span>
<span style="color: #000000;">&#123;</span>
    <span style="color: #0600FF;">public</span> <span style="color: #FF0000;">class</span> MyGame <span style="color: #008000;">:</span> Game
    <span style="color: #000000;">&#123;</span>
        <span style="color: #0600FF;">public</span> <span style="color: #0600FF;">override</span> <span style="color: #0600FF;">void</span> OnInitialize<span style="color: #000000;">&#40;</span><span style="color: #000000;">&#41;</span>
        <span style="color: #000000;">&#123;</span>
&nbsp;
            Camera.<span style="color: #0000FF;">Position</span>.<span style="color: #0000FF;">X</span> <span style="color: #008000;">=</span> <span style="color: #FF0000;">0</span><span style="color: #008000;">;</span>
            Camera.<span style="color: #0000FF;">Position</span>.<span style="color: #0000FF;">Y</span> <span style="color: #008000;">=</span> <span style="color: #FF0000;">0</span><span style="color: #008000;">;</span>
            Camera.<span style="color: #0000FF;">Position</span>.<span style="color: #0000FF;">Z</span> <span style="color: #008000;">=</span> <span style="color: #008000;">-</span><span style="color: #FF0000;">80</span><span style="color: #008000;">;</span>
&nbsp;
            var light <span style="color: #008000;">=</span> <span style="color: #008000;">new</span> OmniLight<span style="color: #000000;">&#40;</span><span style="color: #000000;">&#41;</span><span style="color: #008000;">;</span>
            light.<span style="color: #0000FF;">Diffuse</span> <span style="color: #008000;">=</span> Color.<span style="color: #0000FF;">FromSystemColor</span><span style="color: #000000;">&#40;</span>Colors.<span style="color: #0000FF;">Green</span><span style="color: #000000;">&#41;</span><span style="color: #008000;">;</span>
            light.<span style="color: #0000FF;">Ambient</span> <span style="color: #008000;">=</span> Color.<span style="color: #0000FF;">FromSystemColor</span><span style="color: #000000;">&#40;</span>Colors.<span style="color: #0000FF;">Green</span><span style="color: #000000;">&#41;</span><span style="color: #008000;">;</span>
            light.<span style="color: #0000FF;">Specular</span> <span style="color: #008000;">=</span> Color.<span style="color: #0000FF;">FromSystemColor</span><span style="color: #000000;">&#40;</span>Colors.<span style="color: #0000FF;">White</span><span style="color: #000000;">&#41;</span><span style="color: #008000;">;</span>
            light.<span style="color: #0000FF;">Position</span>.<span style="color: #0000FF;">X</span> <span style="color: #008000;">=</span> <span style="color: #FF0000;">0</span><span style="color: #008000;">;</span>
            light.<span style="color: #0000FF;">Position</span>.<span style="color: #0000FF;">Y</span> <span style="color: #008000;">=</span> <span style="color: #FF0000;">0</span><span style="color: #008000;">;</span>
            light.<span style="color: #0000FF;">Position</span>.<span style="color: #0000FF;">Z</span> <span style="color: #008000;">=</span> <span style="color: #008000;">-</span><span style="color: #FF0000;">130</span><span style="color: #008000;">;</span>
&nbsp;
            Scene.<span style="color: #0000FF;">AddNode</span><span style="color: #000000;">&#40;</span>light<span style="color: #000000;">&#41;</span><span style="color: #008000;">;</span>
&nbsp;
            <span style="color: #0600FF;">base</span>.<span style="color: #0000FF;">OnInitialize</span><span style="color: #000000;">&#40;</span><span style="color: #000000;">&#41;</span><span style="color: #008000;">;</span>
        <span style="color: #000000;">&#125;</span>
&nbsp;
&nbsp;
        <span style="color: #0600FF;">public</span> <span style="color: #0600FF;">override</span> <span style="color: #0600FF;">void</span> OnLoadContent<span style="color: #000000;">&#40;</span><span style="color: #000000;">&#41;</span>
        <span style="color: #000000;">&#123;</span>
            var teapot <span style="color: #008000;">=</span> ContentManager.<span style="color: #0000FF;">Load</span><span style="color: #008000;">&lt;</span>Mesh<span style="color: #008000;">&gt;</span><span style="color: #000000;">&#40;</span><span style="color: #666666;">&quot;teapot.ase&quot;</span><span style="color: #000000;">&#41;</span><span style="color: #008000;">;</span>
            Scene.<span style="color: #0000FF;">AddNode</span><span style="color: #000000;">&#40;</span>teapot<span style="color: #000000;">&#41;</span><span style="color: #008000;">;</span>
            <span style="color: #0600FF;">base</span>.<span style="color: #0000FF;">OnLoadContent</span><span style="color: #000000;">&#40;</span><span style="color: #000000;">&#41;</span><span style="color: #008000;">;</span>
        <span style="color: #000000;">&#125;</span>
&nbsp;
&nbsp;
        <span style="color: #0600FF;">private</span> <span style="color: #FF0000;">double</span> _sin<span style="color: #008000;">;</span>
&nbsp;
        <span style="color: #0600FF;">public</span> <span style="color: #0600FF;">override</span> <span style="color: #0600FF;">void</span> OnUpdate<span style="color: #000000;">&#40;</span><span style="color: #000000;">&#41;</span>
        <span style="color: #000000;">&#123;</span>
&nbsp;
            Camera.<span style="color: #0000FF;">Position</span>.<span style="color: #0000FF;">X</span> <span style="color: #008000;">=</span> <span style="color: #000000;">&#40;</span><span style="color: #FF0000;">float</span><span style="color: #000000;">&#41;</span><span style="color: #000000;">&#40;</span>Math.<span style="color: #0000FF;">Sin</span><span style="color: #000000;">&#40;</span>_sin<span style="color: #000000;">&#41;</span><span style="color: #008000;">*</span><span style="color: #FF0000;">80</span><span style="color: #000000;">&#41;</span><span style="color: #008000;">;</span>
            Camera.<span style="color: #0000FF;">Position</span>.<span style="color: #0000FF;">Y</span> <span style="color: #008000;">=</span> <span style="color: #FF0000;">0</span><span style="color: #008000;">;</span>
            Camera.<span style="color: #0000FF;">Position</span>.<span style="color: #0000FF;">Z</span> <span style="color: #008000;">=</span> <span style="color: #000000;">&#40;</span><span style="color: #FF0000;">float</span><span style="color: #000000;">&#41;</span><span style="color: #000000;">&#40;</span>Math.<span style="color: #0000FF;">Cos</span><span style="color: #000000;">&#40;</span>_sin<span style="color: #000000;">&#41;</span> <span style="color: #008000;">*</span> <span style="color: #FF0000;">80</span><span style="color: #000000;">&#41;</span><span style="color: #008000;">;</span>
&nbsp;
            _sin <span style="color: #008000;">+=</span> <span style="color: #FF0000;">0.05</span><span style="color: #008000;">;</span>
            <span style="color: #0600FF;">base</span>.<span style="color: #0000FF;">OnUpdate</span><span style="color: #000000;">&#40;</span><span style="color: #000000;">&#41;</span><span style="color: #008000;">;</span>
        <span style="color: #000000;">&#125;</span>
&nbsp;
    <span style="color: #000000;">&#125;</span>
<span style="color: #000000;">&#125;</span></pre></div></div>

<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>
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