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	<title>*drawlogic &#187; OPEN SOURCE</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>Tue, 09 Mar 2010 18:39:24 +0000</lastBuildDate>
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		<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>
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		<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>
		</item>
		<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>
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		<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>
		</item>
		<item>
		<title>AS3 Library for OAuth with Twitter for AIR Apps</title>
		<link>http://drawlogic.com/2009/07/08/as3-library-for-oauth-with-twitter-for-air-apps/</link>
		<comments>http://drawlogic.com/2009/07/08/as3-library-for-oauth-with-twitter-for-air-apps/#comments</comments>
		<pubDate>Wed, 08 Jul 2009 12:01:49 +0000</pubDate>
		<dc:creator>drawk</dc:creator>
				<category><![CDATA[ACTIONSCRIPT]]></category>
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		<category><![CDATA[APPLICATIONS]]></category>
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		<category><![CDATA[AS3]]></category>
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		<category><![CDATA[FLASH]]></category>
		<category><![CDATA[FLEX]]></category>
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		<category><![CDATA[SYNDICATION]]></category>
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		<category><![CDATA[AIR]]></category>
		<category><![CDATA[API]]></category>
		<category><![CDATA[application]]></category>
		<category><![CDATA[CODE]]></category>
		<category><![CDATA[core]]></category>
		<category><![CDATA[library]]></category>
		<category><![CDATA[oauth]]></category>
		<category><![CDATA[twitter]]></category>

		<guid isPermaLink="false">http://drawlogic.com/?p=592</guid>
		<description><![CDATA[AIR is very popular for creating twitter clients, Sönke Rohde just made it much easier to make AIR apps for twitter with an AS3 library for Twitter. This library is built on top of core oauth as3 library by iotashin.  Core OAuth as3 library is a standard OAuth library this can be used for your [...]]]></description>
			<content:encoded><![CDATA[<p>AIR is very popular for creating twitter clients, <a href="http://soenkerohde.com/2009/07/high-level-as3flex-library-for-oauth-with-twitter-from-air/" target="_blank">Sönke Rohde just made it much easier to make AIR apps for twitter</a> with an <a href="http://github.com/srohde/OAuth/tree/master" target="_blank">AS3 library for Twitter</a>. This library is built on top of <a href="http://www.iotashan.com/index.php/2008/04/28/oauth-actionscript-library/" target="_blank">core oauth as3 library</a> <a href="http://www.iotashan.com/index.php/2008/04/28/oauth-actionscript-library/" target="_blank">by iotashin</a>.  Core <a href="http://oauth.net/" target="_blank">OAuth</a> as3 library is a standard OAuth library this can be used for your own OAuth backends or connecting to other OAuth services as well.</p>
<p>A very nice feature of this library, in addition to being coded cleanly and as3 style, is the ability to have the Twitter OAuth page render inside of Flash.</p>
<p style="padding-left: 30px;">Instead of opening the Twitter authorization page in the browser the library also contains OAuthLoader which is a wrapper around HTMLLoader which enables to directly show the authorization page within an AIR window:</p>
<pre lang="actionscript">// use this in the requestTokenHandler instead of navigateToURL
var loader:OAuthLoader = new OAuthLoader();
loader.load(request);
loader.percentWidth = 100;
loader.percentHeight = 100;
var w:Window = new Window();
w.width = 800;
w.height = 400;
w.title = req.url;
w.addChild(loader);
w.open();</pre>
<ul>
<li><a href="http://www.iotashan.com/">Shannon Hicks</a> <a href="http://www.iotashan.com/index.php/2008/04/28/oauth-actionscript-library/">core oauth as3 library</a></li>
<li><a href="http://github.com/srohde/OAuth/tree/master">High level AS3/Flex library for OAuth</a></li>
<li><a href="http://code.google.com/p/oauth-as3/" target="_blank">oauth-as3 Google Code page</a></li>
<li><a href="http://oauth.net/">OAuth</a></li>
<li><a href="http://apiwiki.twitter.com/OAuth-FAQ">Twitter OAuth FAQ</a></li>
<li><a href="http://apiwiki.twitter.com/Twitter-API-Documentation">Twitter API Documentation</a></li>
<li><a href="http://www.hueniverse.com/hueniverse/2007/10/beginners-gui-1.html">Getting Started with OAuth</a></li>
</ul>
]]></content:encoded>
			<wfw:commentRss>http://drawlogic.com/2009/07/08/as3-library-for-oauth-with-twitter-for-air-apps/feed/</wfw:commentRss>
		<slash:comments>5</slash:comments>
		</item>
		<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>
		<category><![CDATA[GAMES]]></category>
		<category><![CDATA[JAVASCRIPT]]></category>
		<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>
		<category><![CDATA[STANDARDS]]></category>
		<category><![CDATA[TECHNOLOGY]]></category>
		<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>
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		<slash:comments>3</slash:comments>
		</item>
		<item>
		<title>amfast Python Remoting and Services Library for Flash, Flex and other AMF</title>
		<link>http://drawlogic.com/2009/05/18/amfast-python-remoting-and-services-library-for-flash-flex-and-other-amf/</link>
		<comments>http://drawlogic.com/2009/05/18/amfast-python-remoting-and-services-library-for-flash-flex-and-other-amf/#comments</comments>
		<pubDate>Mon, 18 May 2009 07:18:12 +0000</pubDate>
		<dc:creator>drawk</dc:creator>
				<category><![CDATA[ACTIONSCRIPT]]></category>
		<category><![CDATA[ACTIONSCRIPT3]]></category>
		<category><![CDATA[AMF]]></category>
		<category><![CDATA[APPLICATIONS]]></category>
		<category><![CDATA[ARCHITECT]]></category>
		<category><![CDATA[AS3]]></category>
		<category><![CDATA[DEVELOPMENT]]></category>
		<category><![CDATA[FLASH]]></category>
		<category><![CDATA[FLEX]]></category>
		<category><![CDATA[GAMEDEV]]></category>
		<category><![CDATA[GAMES]]></category>
		<category><![CDATA[LIBRARIES]]></category>
		<category><![CDATA[OPEN SOURCE]]></category>
		<category><![CDATA[PYTHON]]></category>
		<category><![CDATA[TECHNOLOGY]]></category>
		<category><![CDATA[tracking]]></category>
		<category><![CDATA[AMF0]]></category>
		<category><![CDATA[AMF3]]></category>
		<category><![CDATA[messaging]]></category>
		<category><![CDATA[remoting]]></category>
		<category><![CDATA[services]]></category>
		<category><![CDATA[web]]></category>

		<guid isPermaLink="false">http://drawlogic.com/?p=548</guid>
		<description><![CDATA[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 [...]]]></description>
			<content:encoded><![CDATA[<p><strong><a href="http://pyamf.org/" target="_blank">pyamf </a></strong>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.</p>
<p><strong><a href="http://code.google.com/p/amfast/" target="_blank">amfast </a></strong>is a new remoting library  that looks to be as sweet as pyamf (where sweet == fast and useful).  I am checking out <a href="http://code.google.com/p/amfast/" target="_blank">amfast </a>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 <a href="http://twistedmatrix.com/trac/" target="_blank">Twisted</a> integration which is great for networking and <a href="http://www.sqlalchemy.org/" target="_blank">SQLAlchemy </a>integration which is in my opinion the best ORM for python (pyamf has twisted, django, pylons, sqlalchemy as well)</p>
<p><a href="http://code.google.com/p/amfast/" target="_blank">amfast </a>is well documented and has some great examples.  If you have the Python addiction, check it.</p>
<blockquote>
<h3>Description</h3>
<ul>
<li>AmFast is a Flash remoting framework for Python.</li>
<li>AmFast can use AMF to communicate between Python and Flash, Flex, and any other system that supports AMF.</li>
<li>AMF is a binary object serialization protocol used by Actionscript based applications.</li>
</ul>
<h3>Server Features</h3>
<ul>
<li>Support for NetConnection and RemoteObject RPC.</li>
<li><strong>Support for Producer/Consumer &#8216;push&#8217; messaging with HTTP polling, HTTP long-polling, and real-time HTTP streaming channels.</strong></li>
<li>Support for authentication with NetConnection and RemoteObject.</li>
<li>Flexible Target mapping system to map message destinations to invokable Target objects.</li>
<li>Support for ChannelSets with multiple Channels to expose resources in different ways.</li>
<li>Built in Channels for <a rel="nofollow" href="http://cherrypy.org/">CherryPy</a>, <a rel="nofollow" href="http://twistedmatrix.com/trac/">Twisted Web</a>, and plain WSGI.</li>
<li>Support for configurable Endpoints. Use AmFast&#8217;s built-in AMF encoder/decoder C-extension, or use an external AMF encoder/decoder, such as <a rel="nofollow" href="http://pyamf.org/">PyAmf</a> for a pure-Python implementation.</li>
</ul>
<h3>AMF Encoder/Decoder Features</h3>
<ul>
<li>AMF0/AMF3 encoder/decoder written in C as a Python extension for speed.</li>
<li><strong>More than 10x faster than the <a rel="nofollow" href="http://pyamf.org/">PyAmf</a> encoder/decoder (even when using <a rel="nofollow" href="http://pyamf.org/">PyAmf&#8217;s</a> optional C-extension).</strong></li>
<li>Map custom classes with ClassDef objects for <strong>complete control over serialization/de-serialization</strong>.</li>
<li>Full support for IExternalizable objects.</li>
<li>Data persistence with <a rel="nofollow" href="http://www.sqlalchemy.org/">SqlAlchemy</a> including remotely-loadable lazy-loaded attributes.</li>
<li><strong>Actionscript code generation from ClassDef objects.</strong></li>
</ul>
</blockquote>
]]></content:encoded>
			<wfw:commentRss>http://drawlogic.com/2009/05/18/amfast-python-remoting-and-services-library-for-flash-flex-and-other-amf/feed/</wfw:commentRss>
		<slash:comments>9</slash:comments>
		</item>
		<item>
		<title>Flash 3D Engine Yogurt3D based on OpenGL</title>
		<link>http://drawlogic.com/2009/04/30/flash-3d-engine-yogurt3d-based-on-opengl/</link>
		<comments>http://drawlogic.com/2009/04/30/flash-3d-engine-yogurt3d-based-on-opengl/#comments</comments>
		<pubDate>Fri, 01 May 2009 03:09:02 +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[APPLICATIONS]]></category>
		<category><![CDATA[AS3]]></category>
		<category><![CDATA[GAMEDEV]]></category>
		<category><![CDATA[GAMES]]></category>
		<category><![CDATA[LIBRARIES]]></category>
		<category><![CDATA[OPEN SOURCE]]></category>
		<category><![CDATA[PROGRAMMING]]></category>
		<category><![CDATA[RENDERING]]></category>
		<category><![CDATA[TECHNOLOGY]]></category>
		<category><![CDATA[ENGINE]]></category>
		<category><![CDATA[FLASH]]></category>
		<category><![CDATA[OPENGL]]></category>
		<category><![CDATA[swiftgl]]></category>
		<category><![CDATA[yogurt3d]]></category>

		<guid isPermaLink="false">http://drawlogic.com/?p=537</guid>
		<description><![CDATA[Yogurt3D flash based 3d engine appeared recently and is another flash based 3d engine which is based on OpenGL called SwiftGL and is stated as open source.
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 [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.yogurt3d.com/en/" target="_blank">Yogurt3D flash based 3d engine</a> appeared recently and is another flash based 3d engine which is based on OpenGL called<a href="http://www.yogurt3d.com/en/?p=15" target="_blank"> SwiftGL and is stated as open source</a>.</p>
<p>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.</p>
<p><a href="http://www.yogurtistan.com/demo/OdaDemo/OdaDemo.php" target="_blank"><img class="alignnone" title="yogurt3d" src="http://i81.photobucket.com/albums/j223/drawkbox/yogurt3d.png" alt="" width="560" height="357" /></a></p>
<p>I definitely will be watching and see how it progresses, there isn&#8217;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&#8217;t appear like collisions are there yet but it has a nice look.</p>
<p>Sometimes excellent toolkits come out of the blue like this such as <a href="http://www.ffilmation.org/website/" target="_blank">Ffilmation</a> (isometric flash engine) or <a href="http://alternativaplatform.com/" target="_blank">Alternativa</a> (flash 3d engine flash 10 focused) so you never know.</p>
]]></content:encoded>
			<wfw:commentRss>http://drawlogic.com/2009/04/30/flash-3d-engine-yogurt3d-based-on-opengl/feed/</wfw:commentRss>
		<slash:comments>4</slash:comments>
		</item>
		<item>
		<title>AS3 JiglibFlash Example with MouseConstraint in Papervision 3D</title>
		<link>http://drawlogic.com/2009/04/23/as3-jiglibflash-example-with-mouseconstraint-in-papervision-3d/</link>
		<comments>http://drawlogic.com/2009/04/23/as3-jiglibflash-example-with-mouseconstraint-in-papervision-3d/#comments</comments>
		<pubDate>Thu, 23 Apr 2009 22:10:59 +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[FLEX]]></category>
		<category><![CDATA[GAMEDEV]]></category>
		<category><![CDATA[GAMES]]></category>
		<category><![CDATA[OPEN SOURCE]]></category>
		<category><![CDATA[PAPERVISION]]></category>
		<category><![CDATA[PERFORMANCE]]></category>
		<category><![CDATA[PHYSICS]]></category>
		<category><![CDATA[PROGRAMMING]]></category>
		<category><![CDATA[RENDERING]]></category>
		<category><![CDATA[SANDY]]></category>
		<category><![CDATA[TECHNOLOGY]]></category>
		<category><![CDATA[ENGINE]]></category>
		<category><![CDATA[jiglibflash]]></category>

		<guid isPermaLink="false">http://drawlogic.com/?p=531</guid>
		<description><![CDATA[@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 [...]]]></description>
			<content:encoded><![CDATA[<p>@bartek from <a href="http://www.everydayflash.com/blog/index.php/2009/04/23/jiglibflash-3d-physics/" target="_blank">everydayflash.com</a> is an amazing 3d flash designer and developer.  The latest from everydayflash is a <a href="http://www.everydayflash.com/blog/index.php/2009/04/23/jiglibflash-3d-physics/" target="_blank">sample using MouseConstraint in JiglibFlash the 3d physics engine for all major flash 3d engines</a>.</p>
<p><a href="http://www.everydayflash.com/flash/jiglib/pingpong.html" target="_blank"><img class="alignnone" title="jiglibflash 3d physics engine" src="http://i81.photobucket.com/albums/j223/drawkbox/paddle.png" alt="" width="569" height="307" /></a></p>
<p>It is easy to see how the latest version of <a href="http://www.jiglibflash.com/blog/" target="_blank">JiglibFlash</a> with <a href="http://www.jiglibflash.com/blog/2009/04/14/radians-vs-degress-new-class-and-other-news/" target="_blank">MouseConstraint</a> 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.</p>
<p>Great work JiglibFlash team!</p>
]]></content:encoded>
			<wfw:commentRss>http://drawlogic.com/2009/04/23/as3-jiglibflash-example-with-mouseconstraint-in-papervision-3d/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Google Releases O3D Plugin for 3D in Browser Controlled with Javascript</title>
		<link>http://drawlogic.com/2009/04/21/google-releases-o3d-plugin-for-3d-in-browser-controlled-with-javascript/</link>
		<comments>http://drawlogic.com/2009/04/21/google-releases-o3d-plugin-for-3d-in-browser-controlled-with-javascript/#comments</comments>
		<pubDate>Tue, 21 Apr 2009 23:31:04 +0000</pubDate>
		<dc:creator>drawk</dc:creator>
				<category><![CDATA[3D ENGINES]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[APPLICATIONS]]></category>
		<category><![CDATA[ENGINE]]></category>
		<category><![CDATA[GAMEDEV]]></category>
		<category><![CDATA[GAMES]]></category>
		<category><![CDATA[JAVASCRIPT]]></category>
		<category><![CDATA[OPEN SOURCE]]></category>
		<category><![CDATA[PROGRAMMING]]></category>
		<category><![CDATA[RENDERING]]></category>
		<category><![CDATA[STANDARDS]]></category>
		<category><![CDATA[TECHNOLOGY]]></category>
		<category><![CDATA[browser]]></category>
		<category><![CDATA[formats]]></category>
		<category><![CDATA[google]]></category>
		<category><![CDATA[hardware]]></category>
		<category><![CDATA[o3d]]></category>
		<category><![CDATA[sketchup]]></category>

		<guid isPermaLink="false">http://drawlogic.com/?p=524</guid>
		<description><![CDATA[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 [...]]]></description>
			<content:encoded><![CDATA[<p>Google has a few things going for 3d in the browser, not just 3d but hardware rendering in the browser.  They previously had <a href="http://code.google.com/p/nativeclient/" target="_blank">native client</a> which allows you to run code via a plugin proxy with a sample running Quake.  They also had <a href="http://www.lively.com/goodbye.html" target="_blank">Lively which was a virtual world plugin</a> that was shut down a few month after it started.</p>
<p><a href="http://google-code-updates.blogspot.com/2009/04/toward-open-web-standard-for-3d.html" target="_blank"><img class="alignnone" title="o3d" src="http://i81.photobucket.com/albums/j223/drawkbox/o3d.png" alt="" width="560" height="316" /></a></p>
<p>Now they are also <a href="http://code.google.com/apis/o3d/" target="_blank">making and releasing an O3D plugin that looks to be another way to do web 3d</a> scenes and games although it is a very early stage. They appear to <a href="http://google-code-updates.blogspot.com/2009/04/toward-open-web-standard-for-3d.html" target="_blank">want to have an open discussion about how best to add hardware rendering to the web</a>.  Their approach uses a javascript api to control the browser plugin and the <a href="http://code.google.com/apis/o3d/" target="_blank">O3D control</a> is essentially just a renderer.</p>
<p>This won&#8217;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 <a href="http://sketchup.google.com/" target="_blank">SketchUp</a> and <a href="http://sketchup.google.com/3dwarehouse/" target="_blank">Google 3D warehouse</a> so who knows maybe they will take it over by being standards, open and information based.</p>
<blockquote>
<h3>What is O3D?</h3>
<p>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.</p>
<h3>Get involved</h3>
<ul>
<li>Download the plug-in (<a href="http://tools.google.com/dlpage/o3d/eula.html">Windows</a> and <a href="http://tools.google.com/dlpage/o3d/eula.html">Mac</a>) and explore the <a href="http://code.google.com/apis/o3d/docs/samplesdirectory.html">samples</a> to see O3D&#8217;s capabilities. Linux users, see these <a href="http://code.google.com/p/o3d/wiki/HowToBuild">instructions</a>.</li>
<li>Read the <a href="http://code.google.com/apis/o3d/docs/techoverview.html">Technical Overview</a> and <a href="http://code.google.com/apis/o3d/docs/devguideintro.html">Developer&#8217;s Guide</a> to learn how to get started.</li>
<li>Join the O3D <a href="http://code.google.com/apis/o3d/docs/groups.html">developer groups</a> to provide feedback.</li>
</ul>
</blockquote>
<p><object width="560" height="340" data="http://www.youtube.com/v/uofWfXOzX-g&amp;hl=en&amp;fs=1" type="application/x-shockwave-flash"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/uofWfXOzX-g&amp;hl=en&amp;fs=1" /><param name="allowfullscreen" value="true" /></object></p>
<p>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 <a href="http://en.wikipedia.org/wiki/COLLADA" target="_blank">COLLADA </a>are nice because they are starting to open up 3d pipelines and content creation but COLLADA still has many porting issues.  <a href="http://en.wikipedia.org/wiki/FBX" target="_blank">FBX file format</a> 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.</p>
]]></content:encoded>
			<wfw:commentRss>http://drawlogic.com/2009/04/21/google-releases-o3d-plugin-for-3d-in-browser-controlled-with-javascript/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>Away3D Updated for Flash 10, Looking Good</title>
		<link>http://drawlogic.com/2009/03/28/away3d-updated-for-flash-10-looking-good/</link>
		<comments>http://drawlogic.com/2009/03/28/away3d-updated-for-flash-10-looking-good/#comments</comments>
		<pubDate>Sun, 29 Mar 2009 03:17:48 +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[AWAY3D]]></category>
		<category><![CDATA[ENGINE]]></category>
		<category><![CDATA[FLASH]]></category>
		<category><![CDATA[FLEX]]></category>
		<category><![CDATA[GAMEDEV]]></category>
		<category><![CDATA[GAMES]]></category>
		<category><![CDATA[OPEN SOURCE]]></category>
		<category><![CDATA[PERFORMANCE]]></category>
		<category><![CDATA[PIXEL BENDER]]></category>
		<category><![CDATA[RENDERING]]></category>
		<category><![CDATA[TECHNOLOGY]]></category>
		<category><![CDATA[bender]]></category>
		<category><![CDATA[flash10]]></category>
		<category><![CDATA[PIXEL]]></category>
		<category><![CDATA[shaders]]></category>

		<guid isPermaLink="false">http://drawlogic.com/?p=504</guid>
		<description><![CDATA[Away3D was updated to Flash 10 earlier this month.  Flooded with final semester, massive workload and all the conferences #swsx, #gdc, #mix09 etc I missed the announcement.  
It is looking pretty sweet with this mustang demo showing off the update.  Pixel bender has provided a performance update for effects that shows nicely here.

The above demo shows some [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://away3d.com/away3d-33-flash-10-version-update" target="_blank"><strong>Away3D was updated to Flash 10</strong></a><strong> earlier this month</strong>.  Flooded with final semester, massive workload and all the conferences #swsx, #gdc, #mix09 etc I missed the announcement.  </p>
<p>It is looking pretty sweet with this<strong> </strong><a href="http://www.infiniteturtles.co.uk/projects/away3d/demos/NormalmappedMustang/Advanced_NormalmappedMustang.html" target="_blank"><strong>mustang demo showing off the update</strong></a>.  Pixel bender has provided a performance update for effects that shows nicely here.</p>
<p><a href="http://www.infiniteturtles.co.uk/projects/away3d/demos/NormalmappedMustang/Advanced_NormalmappedMustang.html" target="_blank"><img class="alignnone" title="Away3D" src="http://i81.photobucket.com/albums/j223/drawkbox/away3d-f10.png" alt="" width="550" height="454" /></a></p>
<blockquote><p>The above <a href="http://www.infiniteturtles.co.uk/projects/away3d/demos/NormalmappedMustang/Advanced_NormalmappedMustang.html">demo</a> shows some of what is possible with the update: <strong>normalmapping with ambient, diffuse and correctly normalised specular shading</strong>, without the need for layers. As if that’s not enough, a further <strong>Pixel Bender shader is applied to the view to create a HDR (High Dynamic Range) effect on the highlights</strong>, something usually seen in much more 3d-rich console games. Special thanx go to <a href="http://www.carbin.com/">Eddie Carbin</a>for donating an excellent normalmapped mustang model, and <a href="http://www.derschmale.com/">David Lenaerts</a> for writing the HDR filter.</p></blockquote>
<p><a href="http://www.airtightinteractive.com/news/?p=114" target="_blank">Airtight Interactive did a comparison a while back where FP10 rendering was faster against the olde version of Away3D</a>, this update may change that will have to take a look.  All away3d needs is a designer <img src='http://drawlogic.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
]]></content:encoded>
			<wfw:commentRss>http://drawlogic.com/2009/03/28/away3d-updated-for-flash-10-looking-good/feed/</wfw:commentRss>
		<slash:comments>3</slash:comments>
		</item>
		<item>
		<title>Unity3D Path and Behave Projects From AngryAnt: Waypoints, AI, Paths Library, Behavioral Trees and More</title>
		<link>http://drawlogic.com/2009/03/24/unity3d-path-and-behave-projects-from-angryant-waypoints-ai-paths-library-behavioral-trees-and-more/</link>
		<comments>http://drawlogic.com/2009/03/24/unity3d-path-and-behave-projects-from-angryant-waypoints-ai-paths-library-behavioral-trees-and-more/#comments</comments>
		<pubDate>Tue, 24 Mar 2009 22:56:42 +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[OPEN SOURCE]]></category>
		<category><![CDATA[PROGRAMMING]]></category>
		<category><![CDATA[TECHNOLOGY]]></category>
		<category><![CDATA[TOOLS]]></category>
		<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[mono]]></category>
		<category><![CDATA[network]]></category>
		<category><![CDATA[unity3d]]></category>
		<category><![CDATA[behave]]></category>
		<category><![CDATA[behavior trees]]></category>
		<category><![CDATA[path]]></category>
		<category><![CDATA[pathing]]></category>

		<guid isPermaLink="false">http://drawlogic.com/?p=485</guid>
		<description><![CDATA[AngryAnt brings us a nice library for pathing and behavior trees in Unity3D with excellent editor integration.  Path library I reviewed and is an extremely deep and complete library with autocomplete node collections from colliders, ability to connect different networks and detection from mesh as well as GUI tools using Unity3D editor scripts.  [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://angryant.com/" target="_blank">AngryAnt brings us a nice library for pathing and behavior trees in Unity3D</a> with excellent editor integration.  Path library I reviewed and is an extremely deep and complete library with autocomplete node collections from colliders, ability to connect different networks and detection from mesh as well as GUI tools using Unity3D editor scripts.  The release is solid with documentation, video samples and is very easy to integrate.  If you have a need for AI, bots, scripted animations or other madness in your game be sure to check out the pathing library and or the behave library from AngryAnt to implement or research.</p>
<h3>Path Features</h3>
<h4>Specs:</h4>
<ul>
<li>Available for unity indie as well as pro licensees</li>
<li>Can run in webplayers as well as stand-alone</li>
<li>Requires no additional installations</li>
</ul>
<h4>Features:</h4>
<ul>
<li>Easy to use editor interface</li>
<li>Navmeshes</li>
<li>Waypoint networks</li>
<li>Cached pathes</li>
<li>Distributed processing using coroutines</li>
<li>Tag-filtered pathfinding</li>
<li>Hierarchal “grid network” pathfinding</li>
<li>Auto-recalculate on runtime network changes</li>
</ul>
<h4>Tutorials</h4>
<p>I recommend you study the “Editor demo” unity project available on the Path download page. This project will be used in the tutorials below and contains an example Path setup.</p>
<p><a href="http://angryant.com/wp-content/uploads/path/Tutorial%201%20-%20The%20basics.mov">Tutorial 1 &#8211; The basics</a></p>
<h4>Runtime reference</h4>
<p>The Path project comes with a small, but effective runtime API. The following links list the classes herein and their methods / properties.</p>
<ul>
<li><a href="http://eej.dk/angryant/path/documentation/Control">Control</a></li>
<li><a href="http://eej.dk/angryant/path/documentation/Seeker">Seeker</a></li>
<li><a href="http://eej.dk/angryant/path/documentation/ISearchMonitor">ISearchMonitor</a></li>
<li><a href="http://eej.dk/angryant/path/documentation/TaggedAsset">TaggedAsset</a></li>
<li><a href="http://eej.dk/angryant/path/documentation/NetworkAsset">NetworkAsset</a></li>
<li><a href="http://eej.dk/angryant/path/documentation/NetworkNodeAsset">NetworkNodeAsset</a></li>
<li><a href="http://eej.dk/angryant/path/documentation/ConnectionAsset">ConnectionAsset</a></li>
</ul>
<table border="0">
<tbody>
<tr>
<td colspan="2">
<h3 style="text-align: left;">Path unity package</h3>
</td>
</tr>
<tr>
<td>
<table border="0">
<tbody>
<tr>
<td class="download" align="center"><a href="http://eej.dk/angryant/wp-content/themes/angryant/download.php?p=Path&amp;f=Package">Path package</a></td>
</tr>
</tbody>
</table>
</td>
<td class="content">The Path package contains all you need to start using the Path editor and run-time components in your project.</td>
</tr>
<tr>
<td colspan="2">
<h3>Demo unity project</h3>
</td>
</tr>
<tr>
<td>
<table border="0">
<tbody>
<tr>
<td class="download" align="center"><a href="http://eej.dk/angryant/wp-content/themes/angryant/download.php?p=Path&amp;f=Demo">Demo project</a></td>
</tr>
</tbody>
</table>
</td>
<td class="content">The Demo project is a complete unity 2.5 project with Path already added, a sample Path collection set up and example scripts requesting path calculations and following them.</td>
</tr>
</tbody>
</table>
<h3>Behave Features</h3>
<h4>Specs:</h4>
<ul>
<li>Available for unity indie as well as pro licensees</li>
<li>Can run in webplayers as well as stand-alone</li>
<li>Requires no additional installations at runtime</li>
</ul>
<h4>Features:</h4>
<ul>
<li>Implements behaviour trees</li>
<li>Re-use common behaviour by reference</li>
<li>Drag and drop editor interface inside the unity editor</li>
<li>Simple connection to character actions via C# interface</li>
<li>Designed trees are built to .net assembly code for maximum performance</li>
<li>Runtime debugging features</li>
<li>Powerful stand-alone editor &#8211; including web version</li>
</ul>
<table border="0">
<tbody>
<tr>
<td colspan="2">
<h3>Behave unity package</h3>
</td>
</tr>
<tr>
<td>
<table border="0">
<tbody>
<tr>
<td class="download" align="center"><a href="http://eej.dk/angryant/wp-content/themes/angryant/download.php?p=Behave&amp;f=Package">Behave package</a></td>
</tr>
</tbody>
</table>
</td>
<td class="content">The Behave package contains all you need to start using the Behave editor, compiler and run-time in your project.</td>
</tr>
<tr>
<td colspan="2">
<h3>Behave 0.3b hotfix</h3>
</td>
</tr>
<tr>
<td>
<table border="0">
<tbody>
<tr>
<td class="download" align="center"><a href="http://eej.dk/angryant/wp-content/themes/angryant/download.php?p=Behave&amp;f=Hotfix">Behave 0.3b hotfix</a></td>
</tr>
</tbody>
</table>
</td>
<td class="content">This hotfix solves a few critical issues with Behave 0.3b and unity 2.5. It’s still quite buggy and I’m working on a more extensive rewrite. Stay tuned.</td>
</tr>
<tr>
<td colspan="2">
<h3>Demo unity project</h3>
</td>
</tr>
<tr>
<td>
<table border="0">
<tbody>
<tr>
<td class="download" align="center"><a href="http://eej.dk/angryant/wp-content/themes/angryant/download.php?p=Behave&amp;f=Demo">Demo project</a></td>
</tr>
</tbody>
</table>
</td>
<td class="content">The Demo project is a complete unity 2.1 project with Behave already added, a sample behaviour tree designed and compiled plus an example script showing how compiled behaviour trees are integrated with unity MonoBehaviour scripts.</td>
</tr>
<tr>
<td colspan="2">
<h3>Behave builder application</h3>
</td>
</tr>
<tr>
<td>
<table border="0">
<tbody>
<tr>
<td class="download" align="center"><a href="http://eej.dk/angryant/wp-content/themes/angryant/download.php?p=Behave&amp;f=B%20Builder">Behave builder</a></td>
</tr>
</tbody>
</table>
</td>
<td class="content">Behave builder is a stand-alone application offering the behaviour tree editors (excluding the compiler) outside the unity editor. It is currently OS X only. This application is also available in an online version &#8211; check it out in the “Preview” section of this page.</td>
</tr>
<tr>
<td colspan="2">
<h3>Example library</h3>
</td>
</tr>
<tr>
<td>
<table border="0">
<tbody>
<tr>
<td class="download" align="center"><a href="http://eej.dk/angryant/wp-content/themes/angryant/download.php?p=Behave&amp;f=CitySimulation">CitySimulation.behave</a></td>
</tr>
</tbody>
</table>
</td>
<td class="content">CitySimulation.behave is the library used in the demo project &#8211; saved as a Behave builder file. You can use this file directly in the online and offline version of Behave builder or import it to a unity project via the Behave “Assets” menu.</td>
</tr>
</tbody>
</table>
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