Archive for the ‘GAMEDEV’ Category
Demos of Haxe Sandy:
- Haxe Sandy
- Haxe Sandy Demos
- Haxe Sandy Tutorials by Matthew Casperson
- Haxe Sandy Download
V8-GL from the author states:
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 intensive for 3d so loading in models directly to as3 is nice if flash is your presentation tool.
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.
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.
This is an awesome project that keeps getting better, thanks Rozengain.
pyamf is pretty sweet for Flash remoting with Pythonic server side, but now we have two nicely done and integrated remoting kits for python on the server side.
amfast is a new remoting library that looks to be as sweet as pyamf (where sweet == fast and useful). I am checking out amfast now but the speed boost alone might be worth it. For instance, working with real-time games, when you need static content you need to grab that quickly sometimes via a content service. The faster that link the better. It also has Twisted integration which is great for networking and SQLAlchemy integration which is in my opinion the best ORM for python (pyamf has twisted, django, pylons, sqlalchemy as well)
amfast is well documented and has some great examples. If you have the Python addiction, check it.
- AmFast is a Flash remoting framework for Python.
- AmFast can use AMF to communicate between Python and Flash, Flex, and any other system that supports AMF.
- AMF is a binary object serialization protocol used by Actionscript based applications.
- Support for NetConnection and RemoteObject RPC.
- Support for Producer/Consumer ‘push’ messaging with HTTP polling, HTTP long-polling, and real-time HTTP streaming channels.
- Support for authentication with NetConnection and RemoteObject.
- Flexible Target mapping system to map message destinations to invokable Target objects.
- Support for ChannelSets with multiple Channels to expose resources in different ways.
- Built in Channels for CherryPy, Twisted Web, and plain WSGI.
- Support for configurable Endpoints. Use AmFast’s built-in AMF encoder/decoder C-extension, or use an external AMF encoder/decoder, such as PyAmf for a pure-Python implementation.
AMF Encoder/Decoder Features
- AMF0/AMF3 encoder/decoder written in C as a Python extension for speed.
- More than 10x faster than the PyAmf encoder/decoder (even when using PyAmf’s optional C-extension).
- Map custom classes with ClassDef objects for complete control over serialization/de-serialization.
- Full support for IExternalizable objects.
- Data persistence with SqlAlchemy including remotely-loadable lazy-loaded attributes.
- Actionscript code generation from ClassDef objects.
Augmented Reality and the base of the original ARToolkit has taken the flash world by storm with the FLARToolkit and really the speed updates of the AVM2 in Flash9 and Flash10 to be able to pull off the OpenCV calculations needed on the bitmap data from each frame of a camera. It has been around quite some time but now web based engines such as Flash and now Processing can take advantage of this awesome technology.
The Simple ARToolKit Library for Processing (PC) is just a basic port of single marker AR support and it currently only runs on windows.
Den Ivanov did some cool experiments with this kit but adding the capability to do multiple markers. In his videos the processing runtime seems to process the render pretty quickly. It seems that most Flash AR is around like 5-10 frames per second for the detection.
Unity 3D iPhone was updated recently to 1.0.2 and it has been greatly improved in performance and a much more solid 1.0 toolkit. According to Unity 3D information by up to 50% which means much more room for assets to munch memory for us yay!
I updated to iPhone SDK 3 beta 4 and iPhone OS 3 beta 4 and the latest Unity iPhone and things were much better in perception of speed at least in early testing. Not sure if it was more from one or the other but the games I am testing/building so far are quicker and the OS feels faster overall.
Get the latest Unity 3d iPhone dev kit (only for Mac OSX obviously since it uses XCode to compile per Apple licensing requirements)
New Features and Improvements
- Reduced memory footprint for uncompressed audio by 50%
- “Memory usage for textures reduced by 50%. Texture memory is now freed once it has been submitted to OpenGLES on the device. The “Enable Get/SetPixels” flag in the Texture Import Settings lets you disable this feature on a per texture basis in order to access the texture data from a script using GetPixel etc.
- Improved iPhone script call optimization
- Removed unused parts of Mono runtime
- Reduced memory overhead while reading data from disk and slightly improved load times.
- Support for several predefined splash-screens (portrait/landscape) for Indie version. Just rename one of the splash-screens in the output directory to Default.png
- Exported audio session activation/deactivation functions to AppController.mm
- Added Scripting Reference code examples for iPhone specific APIs
- Fixed audio to play correctly after phone call / text message / alarm interruption occurs
- Fixed compressed audio occasionally refusing to play
- Fixed AudioSource.PlayOneShot to work correctly with compressed audio
- Fixed audio to respect Mute switch and background iPod music
- Fixed Pause function and time property for compressed audio clips
- Fixed OpenAL memory leak
- Fixed PhysX memory leaks
- Fixed Audio and Animation assets leaking while loading new scene
- Fixed a crash related to playing compressed audio in a sequence
- Fixed memory leak while updating Mesh geometry data
- Fixed several small memory leaks in rendering module
- Fixed asynchronous .NET sockets
- Fixed .NET threads
- Fixed cross thread boundary calling to the delegates
- Fixed UnityEngine.TextEditor stripping
- Fixed GUI slider stripping
- Fixed GUI scroll view stripping
- Fixed IndexOutOfRange exception checking
- Fixed Boo.Lang.dll stripping
- Fixed occasional crashes of AOT cross compiler
The site mentions that OpenGL source can be converted to run in the engine. You can do this now with Alchemy although it is in very early stages. It is not clear if it is an automatic conversion or if it simply means it is similar in syntax and method signatures, objects etc.
I definitely will be watching and see how it progresses, there isn’t much other than a single post about the engine so far and no info on the api or sample code. Looking forward to seeing more, the z-sorting is quite nice. Doesn’t appear like collisions are there yet but it has a nice look.
@bartek from everydayflash.com is an amazing 3d flash designer and developer. The latest from everydayflash is a sample using MouseConstraint in JiglibFlash the 3d physics engine for all major flash 3d engines.
It is easy to see how the latest version of JiglibFlash with MouseConstraint will be heavily influencing flash games and applications very soon. This is a very smooth and quick demo that feels very responsive on the controls. There are so many possible uses for JiglibFlash now that the MouseConstraint is available. It will evolve further but this version seems ready to start integrating into many flash game and interactive ideas and projects. Even though it is still alpha it has been heavily cleaned up and a plugin system added by bartek for pluggable 3d render engines. That is a huge step for 3d pipelines in flash.
Great work JiglibFlash team!
Google has a few things going for 3d in the browser, not just 3d but hardware rendering in the browser. They previously had native client which allows you to run code via a plugin proxy with a sample running Quake. They also had Lively which was a virtual world plugin that was shut down a few month after it started.
This won’t change anything now as Unity3D, Flash 3D pseudo engines, even Director 3D still are the top choices for games, apps, and interactives that need effects and possibly hardware rendering. But it is interesting that Google is essentially re-entering this debate after ditching on Lively and they must see some benefit to having a discussion about 3d on the web and 3d standards in general. I know they have lots of models and tools with SketchUp and Google 3D warehouse so who knows maybe they will take it over by being standards, open and information based.
What is O3D?
O3D is an open-source web API for creating rich, interactive 3D applications in the browser. This API is shared at an early stage as part of a conversation with the broader developer community about establishing an open web standard for 3D graphics.
One thing is for sure, 3d development is still old school proprietary lock in in most cases. Working with 3d and tools like Maya, 3dsmax and others they have always been very non standard. From file formats to interfaces to even basic movements, all different. The general maths of 3d are the same and so should 3d pipelines. Formats like COLLADA are nice because they are starting to open up 3d pipelines and content creation but COLLADA still has many porting issues. FBX file format is another that is really useful and common making pipelines in Unity 3D, for instance, very nice. But it is owned and run by Autodesk who owns all the 3d apps (Maya, 3dsmax, SGI) and I am a bit leary of that method. But in the end 3d pipelines and rendering will be somewhat standardized and maybe the web will be hardware rendered one day. In most cases it is not needed, but for gaming, immersion, demos and other entertainment it could benefit heavily from a more standardized 3d pipeline and methods.
A quick roadmap was posted by Unity3d.com blog on the immediate future of Unity iPhone. Currently I am developing two games for the iPhone OS 3.0 and these are welcome updates. We are really looking forward to items not in the hard version just yet but we are looking forward to terrain support and downloadable content support in iphone sdk 3.0.
Unity iPhone 1.0.2. Based on custom builds we’ve been sending to devs in need, this release will address engine memory leaks and fix other outstanding issues:
- Physics and audio related memory leaks
- Asset leaks while reloading scenes
- .NET sockets and threads
- Compressed audio related issues
- Stripping away too much of GUI components
- Occasional crashes in AOT compiler
- Support for both portrait and landscape splash screens
Next will be Unity iPhone 1.1. Since the release of 1.0.1 we’ve been working on a number of performance and memory optimizations. Most of the work on 1.1 is finished already and we’re doing an internal bug fixing round before it goes to beta testers too. Along with optimizations this release will include number of important features such as:
- Native on-screen keyboard support and interoperability with Unity GUI
- Movie playback support
- Performance optimizations:
- general rendering loop optimizations resulting in less OpenGLES state changes and less CPU work per object
- number of internal routines were rewritten using VFP coprocessor assembly
- way much faster mesh skinning utilizing VFP
- batching small objects, given that they share same material, into single draw call
- General distribution size optimizations which allows applications below 10Mb
- Number of significant memory footprint optimizations
We don’t have strict versioning past 1.1 yet. Some of the following features will end up in the next big release and some might find a way to sneak into 1.1:
- Compressed audio streaming directly from disk
- Support for 3.0 SDK
- 3.0 downloadable content
- 3.0 bluetooth networking
- GPS/Location support
- Vibration support
- Post-processing and render-targets support
- Terrain support
- Per-pixel DOT3 lighting support for skinned meshes
- Reduce load times
- Reduce distribution size even further
- Improve GarbageCollector collection patterns to reduce spikes