Archive for the ‘ENGINE’ Category
Wow. This new away3d demo of a temple and FPS movement in Flash9 AS3 rivals that of the paradox engine in pv3d.
Both are extremely smooth movement and great looking textures, both of these efforts are amazing for Flash is at this level. I would say Paul Spitzer’s paradox papervision3d based engine is still a little more responsive and the textures have such good baked lighting that is is very smooth (he posted recently on some internals and usages of media in the engine). But from these two engines and iterations you can see that the FPS engine in Flash is not too far off.
Although there used to be crashes with away3d it has really improved and this is very smooth. My processor was actually quite chillin’ with all the software rendering carpet bombing from software rendered 3d in flash. But it really is starting to get much better with optimizations to flash this year and papervision, away3d and sandy getting more mature and further iterated to greatness.
The away3d sample if you walk through the rooms also has an interactive button, opening doors, room transitions (and if these are dynamic) a decent room engine with pretty sweet load times since the whole thing is under 300k.
This is a bit off the online games department (although Havok was part of Director previously) but they are offering Havok physics core engine, the one that runs many great games including Half-Life 2 family, free. This is truly amazing Havok was the best and probably still is the best 3d physics engine for so long but was so freaking expensive it made it unattainable to anyone without probably close to half a million for budget. I think they are either getting heat from competition or they realize the importance of allowing communities to see what they can do with something, then coming along for the ride rather than being a wall that they have to go around. (of course this leads to bigger license fees once someone is established and can afford it).
They say exactly this here:
Havok’s core platform, Havok Complete combines the industry-leading Havok Physics engine and Havok Animation, the company’s premier character animation solution. Havok Complete is already the most popular solution in the cross-platform AAA games market, featuring technology used in over 200 games. By making Havok Complete for the PC freely downloadable, Havok will further build on its leading position by completely removing the barriers to entry for the large number of independent developers, academic institutions and enthusiasts in the PC space.
I always encourage products and people making any sort of toolkit, engine, application or library to offer it free or a portion of it free to get people hooked, and then as skills are acquired, they are then completely sold in. It is a bit of a play on the old piracy market where applications become so rampant that everyone uses them for years, then they recommend them at work and the growth of this type of marketing is long-term. Windows and Photoshop both got their market shares this way, they will never admit this though but I digress.
I am so excited by this news. It is interesting that the next version of Director, Director 11 was recently announced and it NO LONGER uses the Havok 3d physics engine but the AGEIA PhysX due to it being free (although the source license is still 50k).
I currently use Irrlicht and AEGIS, or ODE (open source physics engine – open dynamics engine) for pc based game development and physics fun. I will have to read the Havok license carefully but just getting your hands on this will be beneficial to all aspiring game developers.
Now if only game companies like Epic, Artificial Studios, and others would do the same, hrm…
One item of note is that it won’t be available until May. I can imagine that the developers are like “ok well give me a few months to clean up all the code and cuss words from the source” j/k. Let’s hope this release is not on Valve Time.
Get your game on!
Moses has posted some nicely presented info on Go performance.
So far it looks almost neck and neck with TweenLite in drop dead sprints for fastest performing exhaustive tween kung fu-ing.
Although these are not really for competition it is to mainly show patterns for design for purposes that you need. Where this is a more apples to apples comparison (Go vs TweenLite) as the other kits have other overhead such as filters, utilities, even pathing for AnimationPackage and Tweener. TweenLite solved this by separating out into TweenFilterLite and just making TweenLite for animation (and keeping file size extremely small, virtual machine advantages). There is just no excuse for the F9 Tween class though, what the…
It is one thing to build, another to share, another to present information in a very consumable way and then another to make that whole presentation look really good. Moses, like polygonal labs, throws down some nice demos and information posts.
Go was late to the AS3 Animation kit game after pwning with FuseKit in the AS2 age (especially the creative agency love), I think it was the right time as it was released the TweenLite and TweenBencher performance testing utilities put a focus on performance to see just how many more cycles we could get out of AS3 from an animation kit. When building your own animation kits or contributing to one, these observations from various aims helps in the code design.
I still use Tweener in most production work, and TweenLite when I need really small assets if there are going to be many of them. But, I have started to use Go in a kit I am building that I hope to share more in the future, and used it in a small game. But by the speed of the tests and my own experiments it is pretty clear to see that both TweenLite and Go would be excellent base layers to animation kit architecture and Tweener is a bit more on top of that with the filters and bezier tools that it is really a more complete package with less work to do as your animation gets more complex (colors, saturation, bezier, etc). But if you were looking to build your own animation kit or for micro assets a base like Go or a base kit like TweenLite is the way to go). Some notes from Moses’s tests show that performance and sync are also what starts to fall apart as performance critical mass is reached. Go and Tweener held sync the best.
Side notes:
The TweenLite system was highly performative on all three measures. That system also features a very small filesize footprint, making it a clear choice for banners or other filesize-restrictive projects.
Go & Tweener were the only systems here that synced their animations – others ran out of sync to different degrees which yields less visually favorable results. Actually, it looks kind of neat in the tests! But you don’t want out-of-sync animation in your real-life projects. This effect can be clearly seen using the open-source TweenBencher utility, included in the Go package.
Seraf, True to the word WOWEngine was released today. It is still a work in progress but it is the first 3d physics engine out of the gate. It is built with many open source kits that are emerging. It can use any of the 3 major flash 3d engines (pv3d, sandy, away3d) and it is built on APE AS3 2d physics engine.
WOW-Engine use Sandy library for all the 3D mathematical computations (matrix, 3D vector, plane). The inner architecture of the engine is also inspired by Sandy’s one.
Collisions and physical reactions are possible thanks to the AS3 physic engine made by Alec Cove, named APE(version 0.2.).. Even if APE is a 2D physic engine, it is possible to extend the contraints on volumes, and that’s the purpose of WOW-engine. WOW-engine extends APE, and allows to simulate physics on 3D volumes.
WOW-Engine is capable to handle positions and rotations of abstract objects, which need to be linked to some visual objects (2D or 3D). The visual objects can be drawn thanks to another library (Sandy3D , Papervision3D, Away3D for 3D).
WOW-Engine use and depend of the Data Structures classes written by polygonal labs.
Basic technical Demos :
Advanced technical Demos:
Tutorials:
Here is a well done game based on the popular Line Rider phenomenon, only this one is Line Golf and it is using the APE AS3 2D Flash Physics Engine. I am sure game sites are just as excited as game developers like myself about the prospects of games that are more dynamic and fun and even 3d with the flash kits of today all thanks to the power of AS3.
This was posted on the APE Google Group where onedayitwillmakeit explains more on how he modified APE for use in the game.
Who’s up for some flash 3d gauntlet? Away3d and Fabrice have posted a pretty sweet demo that samples a 3d level with a little 3d avatar running around (animated).
The stuff for generating 3d worlds in flash from the FPS demo from Animas (Paul Spitzer), the intense work going on at Alternativa Game, toolkits like AS3 Geometry Exporter for 3dsmax (to away, sandy or papervision 3d format/types). And of course all the great 3d engines, physics engines and animation kits that have helped make the 3d flash pipeline for actionscript 3 (as3) a little more optimized and quite fun.

Just recently through the holidays Degrafa has made some great strides as a very cool SVG pathing and designers toolkit for Flex. I have to say some recent Flex apps have really looked good like Picnik and Buzzword but this kit looks to clean up the lack of design and default style-itis that has plagued most common Flex Apps.
This so far looking like a pretty strong kit for bringing the designer pipeline into Flex to provide some really nice looking web styled apps. It has a direct crossover to Silverlight and Path objects that are largely just a series of data created in Expression or exported from Illustrator into XAML. The one benefit of Flex/Flash is it compiles to a very small SWF where with Silverlight you have to package the XAML in a zip and use the downloader object to extract it out. These XAML files and Paths can get massive as I am sure the ones for Degrafa will for Flex but the compile option is nice as it is compressed heavily.
All about Degrafa
Yes the launch includes shiny buttons…

Sphere Sample (right click for source)
Also, it appears it is a way to bridge the pathing and pipeline for flash or Silverlight. At one of the contributors blogs they mention this:
We have lot of interesting features planned for the coming releases. There is also a converter app that will be made available for converting the juicy Degrafa graphics to XAML.
Degrafa has gone live.
Developing…
Wrapper is a cross-browser compliant HTML/CSS rendering engine written in ActionScript that sits on top of your standards compliant HTML page. Wrapper eliminates cross-browser issues and makes integrating ActionScript and HTML/CSS projects possible without needing to compile.
Wrappers strives to answer the most common problems web designers face without forcing them to learn too many new things. Most web sites can be created in HTML or CSS, then when you need to extend Wrapper’s capabilities you can either use JSON to call functions within ActionScript or you can load compiled plug-ins. Wrapper also has built in methods within CSS to load custom fonts, display elements as any shape, and fill them with linear or radial gradient background colors. ActionScript’s event model is also implemented within Wrapper’s HTML. Wrapper’s best features are the ones that you get for free because of how it is set up. It’s like getting all the great features of the Flash Player without needing to deal with compiling and being able to create your content the same way any HTML page would be created. Wrapper is fully accessible to the search engines and integrates well with any back-end technology.
Wrapper is currently released as a fully functional open source beta for Flash Player 9. Wrapper is set up as a pre-compiled plug-in but can easily be integrated into any Flex or AIR applications or even as an ActionScript framework for creation of compiled projects.
Documentation can be found in the wiki and news about this project can be found at http://motionandcolor.com
Examples can be found in the downloads http://code.google.com/p/htmlwrapper/downloads/list
Source is for everything is in svn http://code.google.com/p/htmlwrapper/source
I checked it out and it looks pretty well done, most of the time HTML to Flash or vice versa has to be a semi-controlled environment in terms of the markup. This and FlashML which is only AS2 I am using a partially converted to AS3 are part of my rotation for HTML<–>Flash content challenges for research right now. Usually most CMS in Flash has content loaded into the flash and then an alternate (sometimes similar) representation, here this is trying to merge the two which has it’s challenges.
EDIT: Title dyslexia
Great news! Polygonal Labs has released the long awaited Motor Physics engine. It is now called Motor2.
UPDATE: Now hosted at Google code
Project hosted at code.google.com/p/motor2
License: New BSD License 
After the port of Box2DFlashAS3 appeared the fate of Motor Physics engine was unknown. But with time and just before the stroke of midnight on the final hour of 2007 Michael Baczynski released Motor2 2D physics engine on the world.
This now gives us, count them, FOUR AS3 Physics engines that were released in 2007 in order of release.
Be sure to check the demos of Motor Physics:
To get the source head on over to the blog and in the post it is in the first para.
Currently you can get the source for the preview here.
Polygonal always has such great information and demo write ups the source link gets lost in there. Hopefully this will be at Google code soon or a public SVN. The code looks great and there are optimizations in there but even those are elegant.
With 3 excellent flash as3 3d engines (papervision3d, away3d, sandy), 4 physics engines, lots of great utilities like FZip or ASZip, AlivePDF, Red5, haXe etc etc. 2008 is looking like it will be a great year for performance, optimization and gaming/app platforms on the web like never before seen. I am most looking forward to the coming gaming market for flash, lots of possibilities. With the added competition from Silverlight, much innovation will happen here.
It is great that Motor2, which has a great author and dedicated to performance has joined the physics engine scene, not only that posting on new years eve. Thanks to all that make the flash platform possible of creating excellent new fun and useful tools.
UPDATE: Now hosted at Google code
Project hosted at code.google.com/p/motor2
License: New BSD License

haXe, one of the coolest and most versatile languages and platforms of today just released something to add to the already amazing feature set of haXe. Nicolas Cannasse has posted about releasing haXe Video 1.0. I have been engulfed by Red5 for a few weeks and this could not have come at a better time for fun.
haxeVideo is an opensource video streaming server entirely written in haXe.
Features of haXe Video 1.0:
- FLV streaming using RTMP protocol
- Webcam and Microphone recording to FLV file
- Live streaming for web conferencing
- light and fast scalable server
- only 50 KB of server source code : modify whatever you need !
Links
- haXe video at google code
- Blog post on the release
- haXe video site
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Latest News about haXe
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Introduction to haXe
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The haXe Language Reference
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haXe Documentation
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Download haXe files
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Projects related to haXe
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The haXe Community Blog
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