Archive for the ‘PERFORMANCE’ Category
- Check out that and more at Craftymind like some other good stuff like garbage collection in AIR with actionscript 3 (as3) and serializing classes to files in AIR with AS3
- Original ‘Elastic Racetrack’ Post by Ted on Flex in 2005
This will blow you away. Found first via mrdoob (with quantum rss reading capability, before the message is concieved mrdoob is there).
Alternativa Platform, previously Alternativa Game, launched their Alternativa Platform milestone 1 and really one demo would have been enough but there are some great demos there that literally put them what appears a couple laps up on the 3d FPS style engine in Flash.
The engine is highly optimized and smooth, heavy on the processor, but using the ‘t’ key you can see some nice revealing triangle rendering. Also, playing with the field of view adds for some nice game effects. (try jumping on the fans in the half-life like room in the first demo)
Check the textures
See the Matrix
Get superpowers
From Above, Isometric
Here is what is to come from the platform:
- dynamic lighting and shadows (точечные и направленные источники света);
- bump lighting;
- parallax mapping;
- automatic UV-mapping;
- sprites, 3D-sprites;
- sprite lighting;
- texture objects;
- Global Illumination imitation;
- sprite pre-render system (phases render on server using uploaded 3D-models);
- animation system (including inverse kinematics);
- 3D-objects interactivity;
- physics simulation.
Congrats to the Russian based Alternativa Platform, the world is watching.
Box2dFlashAS3 has been updated to version 2.0 complete with ragdolls and Theo Jansen walkers ala APE fame.
Jono is giving SWFZ to science and the open source devices.
The SWFZ engine is one Flash 3D engine that took a different approach. It is a bit early in its technique used but the author at custom:media Jono has decided to float the source code out there in ghost mode (no active development but not dead). It is just ready to branch and others to run with it. He is floating the source but I think in 1-2 years this will be the preferred method if processors and multicore parallel usage is optimized. We shall see.
The implementation method and difference with SWFZ engine in Flash for 3d is that is is a pixel based renderer or scanline. It is based on a really fun game engine called Irrlicht which has been pretty active for the last few years but is a C++ DirectX and OpenGL engine. Since SWFZ has to run in Flash and it is a pixel renderer/scanline it has some limitations currently in Flash. Games and renders have to be fast to pull this off and Flash is limited by the software renderer but as computers get multiple processors and flash player gets better at this then this will be a viable option (it is the same thing that limits Canvas based renderers right now). One main problem with this is you can’t go too full screen the biggest sizes that perform well are smaller windows 320×240 etc. But if the processors can handle it it is actually more efficient when it removes overlap, extra triangle drawing and painters algorithm like problems dont’ pop up (triangle overlap when on same plane). This method draws pixel by pixel but fast enough flash engines like Papervision, Sandy3D and Away3D draw overlaps due to the drawing technique, back to front.
But SWFZ still manages to pull off some amazing feats such as these demos
Jono has put some great classes into SWFZ engine such as bsp parsers, quake md2 parsers, animated mesh, and lots of great examples in porting C++ Irrlicht to AS3. This was a very early example of how AS3 was fun for programmers to port stuff from C or C++ into Flash. AS3 is just fun. Also be sure to check the site for more samples like an FPS game, some basic ai etc.
Jono has been working on 3d in Flash for a while and actually this message is what shows the difference betweeen this approach and other flash engines the way Papervision, Sandy and Away3D (pv3d derivative) make 3d in flash fast enough (Painter’s Algorithm and drawing skewed movieclips and textures.
Demos
- Post on Open Sourcing of Code
- Post on Some Unfinished Work to Build On
- Demo Quake Prototype
- Demo Terrain
- Download Source SWFZ
- Download Source Dependency (FileSystem)
More about the Engine Some Notes
The SWFZ engine.
Overview:
SWFZ engine is the result of four years of me messing with 3D in Flash.
I was a complete newbie to 3D, so a lot of learning has happened to get to here.
If you’re interested in 3D engines check out the resource links at the bottom of the page:
The Demo:
Model
- .md2 format from ID’s Quake2.
- Uses frame based animation
- Textured with jpeg
- No lighting, No Gouraud Shading, just plain texture
Skybox
- Textures are just jpegs.
Boxes
- Rendering – Textured Gouraud , Textured Gouraud with Alpha, Textured Gouraud with Quick Alpha, Gouraud Shaded, and the large box is just Textured.
- Star Texture – Targa (.tga) file format.
AS3 classes
- 171 classes and interfaces
Scene
- No lighting
- No collision detection
SWFZ engine technology:
The demo only shows a small part of the capabilities of the engine. In the coming weeks I will get www.custommedia.co.nz up and running and start to post more info then.
Currently implement stuff:
New file formats supported
- .tga – Targa Image
- .bmp – Bitmap Image
- .3ds – 3D Studio Max
- .bsp – Quake3 levels
- .md2 – Quake2 models
- .obj – Wavefront 3d object (static)
- .zip – Read from a zip archive (all in Flash, no server side scripts)
3D Rendering
- mipmaps
- perspective correct texturing + affine texturing
- Flat shading
- Gouraud
- Textured Gouraud
- Textured Flat
- Textured Two Layers
- Gouraud Alpha
- Textured Flat Alpha
- Textured Gouraud Alpha
3D Scene
- Billboards
- Parent, Child scene nodes
- OctTree
- Skybox
- Static Meshes
- Animated Meshes
- Basic collision detection
- Scene node animators
If any code is useful to you maybe drop him a donation or what would be nice if this was all setup at google code and used to be integrated into other engines. Irrlicht ports are fun and there is a future in this method when processors catch up I think.
a virtual machine genius (maker of MTASC compiler, Neko and haXe (haXe compiles to target flash 6-9 but really only flash 9 is used anymore unless you are making banners)) released the Physaxe 2D Physics kit for haXe today.
It is heavily based on Glaze (demos) and Box2D which the Motor2, Glaze and Box2DFlashAS3 physics kits are all based on. Box2D is a great C++ 2D physics engine, it is simple which lended itself to being ported to AS3 quite easily. It is also a testament to AS3 that C++ kits are being ported into the language, not once, but many times. Also C ports like Chipmunk and other signs point to == AS3 is of fun.
Physaxe is quite amazing you must see the demos (very similar to Glade demos), it will get the inspirational wheels turning in your idea machines.
2D Physics in Flash and AS3 are extremely hot and can be used for many, many things from game development to promotions to simulations to user interface or visualizations and even modeling natural systems. It is nice to have a port of Box2D and similar to glade capabilities with Chipmunk like Glade has.
A game and physics engine for Flash including:
- Rigid Body Dynamics
- Scene management
- Line of sight
- User Input
- Scrolling
- AI
Core parts of the physics solver and collision system are based on the C physics engine Chipmunk
Notes about Physaxe:
Physaxe is a 2D Rigid Body Library written in haXe. It’s been highly optimized for the Flash 9 Player, with the best optimizations available.
Physaxe is based on several existing physics engines, mainly :
- Box2D, the reference open source physics engine
- Glaze, an AS3 engine which is a port of Chipmunk, itself based on Box2D
Physaxe features are :
- rigid body consisting in several shapes
- shapes supported are circles, segments (with rounded edges) and arbitrary convex polygons
- customizable broadphase (currently bruteforce and y-sorted list are available)
- island resolution and sleeping (allow ~0 CPU to be spent when groups are sleeping)
- constraint solver based on Box2D sequential impulses
- customizable body properties, such as linear/angular friction and maximized motion
Updated list of physics engines are like this:
AS3 3D Physics Engines (Open Source)
AS3 2D Physics Engines (Open Source)
haXe 2D Physics Engines
Get your game on! It is best to get them out early and often. I need to take my own advice.
TweenMax (Speed Test) has been released that adds a main feature missing from GreenSock’s offerings in tween animation libraries and kits over Tweener. That is the bezier curve tween. Tweener is very popular for use in PV3d and AS3 due to the bezier curve and Zeh’s great example that is really the base of a possible 3d editor. TweenMax now adds this and bezier tween capability for the GreenSock animation libraries.
Tweener and TweenLite have become the micro animation kits as well as micro kits you can make with Go base kits. TweenLite, TweenFilterLite and TweenMax divided up into different kits allows it to be embedded for banners or small assets easier if you don’t need the filters or other advanced tweens (this comes into play heavily with large games and asset collections when the compiled SWF each need the library). Tweener packs all features into one kit for simplicity. GreenSock kits are divided up for need. The comparison together is about the same but for basic tweens TweenLite is only 2k.
Performance is one area that the kits from GreenSock have really shined and since the addition of the speed tests and benchmarks it has become a great focus on showing how the open source kits are much better than bloated included animation calls in Flash and Flex defaults. I think all the kits have niches that they fit and Tweener and TweenLite are just very simple to use which adds alot to an animation kit success.
List of Animation Kits for AS3 (some for AS2 as well)
If you are using the Flex of Flash default animation classes, I am sorry…
The FFilmation AS3 Flash Isometric Engine has been released into the wild. Jordi Ministral has been generous to watch his creation grow and evolve with the help of the open source community and the flash community is one of the best open source communities out there even though the core (adobe flash) is still closed. Open sourcing is one of the best ways to market test your skills really and this engine has much anyone can learn in making isometric engines for flash. You can see our first post on this great engine here.
Here’s a peek at the classes in the API:
http://www.ffilmation.org/docs/api/1.0/class-summary.html
All Classes
Get your game on!
I have been one upped by mr. doob! I did a little nascar like RC pro am like prototype in march ’07 when the pv3d kit showed up on my screen and I was hooked like most suceptible flashers who have longed for 3d in flash! Only my version is like Nintendo64 and his is like xbox360 with updated effects and physics kits and some doob magic. All these are based off of, of course the original race car driver in Papervision and its creator Carlos Ulloa (Adobe should be paying this man).
To the feature! This is a sweet game by mr. doob, called burn and brag for Nascar.
Now I don’t’ particularly like Nascar all that much but who doesn’t like to peel out to some fiddlin’? I mainly do Nascar stuff because it is highly marketable and like the only answer most ad agencies have for getting the southern us markets it seems, that and c-o-u-n-t-r-y mu-si-c (must be said at a slower rate).
But I digress, this is a perfect mix of advertisment, game play, fun and experience. It is fast, simple, and playable. Exactly the simplicity and smoothness needed of gameplay and playback. Great ad work but it also gives something fun to do and best of all it is built in AS3 flash with a plethora of libraries from the flash as3 community.
The game platform is emerging fantastically in the AS3 market. mrdoob used these kits to build this:
- box2dflash for the car 2d>3d physics,
- a modified version of papervision3D 2.0 (Effects branch)
- Tweener for the replay
It would be cool to see a post on how he did the replays with tweener – I imagine just a series of points collected with car state (current position state) and then just play them back with a call back or time delay. You’d have to capture alot for smooth playback without laggy movements. I am working on multiplayer games with this same issue for a current project.
Game on! The question is when will this be SOTD or SOTM at thefwa.com?
Forrest Briggs throwing down with a real-time raytracer in AS3. Also a C++ OpenGL version sample on the page.
Real-time pixel manipulation in flash is getting faster, but is still probably going to have to be faked in AS3, maybe AS4 will provide us per pixel speeds that Andre Michelle has been harping on since flash 8.5. Native operations can be much faster in that area. AIF might look to change some of that but that is Flash 10.
Here is the code for the as3 raytracer. Read more at laserpirate.
package { import flash.display.Sprite; import flash.display.Bitmap; import flash.display.BitmapData; import flash.events.Event; import flash.utils.getTimer; import flash.events.MouseEvent; import flash.text.TextField; import flash.text.TextFormat; public class RayTracer extends Sprite { private var t:Number; private var dt:Number = .01; private var frameTimeTxt:TextField; public static const BUFFER_WIDTH:int = 160; public static const BUFFER_HEIGHT:int = 120; public static const BUFFER_SCALEDDOWN:int = 320 / BUFFER_WIDTH; public static const HALF_BUFFER_WIDTH:int = BUFFER_WIDTH / 2; public static const HALF_BUFFER_HEIGHT:int = BUFFER_HEIGHT / 2; private var outputBitmapData:BitmapData; private var outputBitmap:Bitmap; public var FOV:Number = 20; public var sphereCenterX:Array = [0, 0, 0, 0]; public var sphereCenterY:Array = [0, -.2, .4, 100.5]; public var sphereCenterZ:Array = [4, 4, 4, 10]; public var sphereRadius:Array = [.35, .35, .25, 100]; public var sphereR:Array = [255, 0, 0, 20]; public var sphereG:Array = [0, 150, 0, 20]; public var sphereB:Array = [0, 0, 255, 20]; public var sphereReflects:Array = [false, false, false, true]; public var sphereReflectiveness:Array = [0,0,0,.3]; public var sphere2dX:Array = new Array(sphereCenterX.length); public var sphere2dY:Array = new Array(sphereCenterX.length); public var sphere2dR:Array = new Array(sphereCenterX.length); public var numSpheres = sphereCenterX.length; var skyR:int = 20; var skyG:int = 20; var skyB:int = 20; var skyColor:int = (skyR< <16) + (skyG<<8) + skyB; var ambientIllumination:Number = .1; var canvas:BlankClip; var theta:Number = 0; var mouseIsDown:Boolean = false; var mouseDownTheta:Number = 0; var mouseDownX:Number = 0; public function RayTracer() { outputBitmapData = new BitmapData(BUFFER_WIDTH, BUFFER_HEIGHT, false); outputBitmap = new Bitmap(outputBitmapData); addChild(outputBitmap); //outputBitmap.smoothing = true; outputBitmap.width= 320; outputBitmap.height = 240; canvas = new BlankClip; addChild(canvas); canvas.buttonMode = true; canvas.useHandCursor = true; frameTimeTxt = new TextField(); frameTimeTxt.defaultTextFormat = new TextFormat("Arial"); frameTimeTxt.x = 8; frameTimeTxt.y = 8; frameTimeTxt.width = 640; frameTimeTxt.textColor = 0xFFFFFF; frameTimeTxt.selectable = false; addChild(frameTimeTxt); t = 0; addEventListener(Event.ENTER_FRAME, update, false, 0, true); canvas.addEventListener(MouseEvent.MOUSE_DOWN, mouseDownHandler); canvas.addEventListener(MouseEvent.MOUSE_UP, mouseUpHandler); } public function mouseDownHandler(e:*):void { mouseIsDown = true; mouseDownX = stage.mouseX; mouseDownTheta = theta; } public function mouseUpHandler(e:*):void { mouseIsDown = false; } public function update(e:*) { // start frame timer and update global time var timer:Number = getTimer(); t += dt; // handle mouse rotation if( mouseIsDown ) theta = mouseDownTheta - .0015 * (stage.mouseX - mouseDownX); theta += dt; // do some funky animation sphereCenterX[0] = .5*Math.sin(theta*5); sphereCenterZ[0] =1 + .5*Math.cos(theta*5); sphereCenterX[1] = .5*Math.sin(theta*5 + 2 * Math.PI / 3); sphereCenterZ[1] = 1 + .5*Math.cos(theta*5 + 2 * Math.PI / 3); sphereCenterX[2] = .5*Math.sin(theta*5 + 4 * Math.PI / 3); sphereCenterZ[2] = 1 + .5*Math.cos(theta*5 + 4 * Math.PI / 3); // reused variables var x:int; var y:int; var i:int; var j:int; var r:int; var g:int; var b:int; var dx:Number; var dy:Number; var rayDirX:Number; var rayDirY:Number; var rayDirZ:Number; var rayDirMag:Number; var reflectRayDirX:Number; var reflectRayDirY:Number; var reflectRayDirZ:Number; var intersectionX:Number; var intersectionY:Number; var intersectionZ:Number; var reflectIntersectionX:Number; var reflectIntersectionY:Number; var reflectIntersectionZ:Number; var rayToSphereCenterX:Number; var rayToSphereCenterY:Number; var rayToSphereCenterZ:Number; var lengthRTSC2:Number; var closestApproach:Number; var halfCord2:Number; var dist:Number; var normalX:Number; var normalY:Number; var normalZ:Number; var normalMag:Number; var illumination:Number; var reflectIllumination:Number; var reflectR:Number; var reflectG:Number; var reflectB:Number; // setup light dir var lightDirX:Number = .3; var lightDirY:Number = -1; var lightDirZ:Number = -.5; var lightDirMag:Number = 1/Math.sqrt(lightDirX*lightDirX +lightDirY*lightDirY +lightDirZ*lightDirZ); lightDirX *= lightDirMag; lightDirY *= lightDirMag; lightDirZ *= lightDirMag; // vars used to in intersection tests var closestIntersectionDist:Number; var closestSphereIndex:int; var reflectClosestSphereIndex:int; // compute screen space bounding circles //canvas.graphics.clear(); //canvas.graphics.lineStyle(1, 0xFF0000, .25); for(i = 0; i < numSpheres; ++i) { sphere2dX[i] = (BUFFER_WIDTH / 2 + FOV * sphereCenterX[i] / sphereCenterZ[i]); sphere2dY[i] = (BUFFER_HEIGHT /2 + FOV * sphereCenterY[i] / sphereCenterZ[i]); sphere2dR[i] = (3 * FOV * sphereRadius[i] / sphereCenterZ[i]); //canvas.graphics.drawCircle(sphere2dX[i]*BUFFER_SCALEDDOWN, sphere2dY[i]*BUFFER_SCALEDDOWN, sphere2dR[i]*BUFFER_SCALEDDOWN); sphere2dR[i] *= sphere2dR[i]; // store the squared value } // write to each pixel outputBitmapData.lock(); for(y = 0; y < BUFFER_HEIGHT; ++y) { for(x = 0; x < BUFFER_WIDTH; ++x) { // compute ray direction rayDirX = x - HALF_BUFFER_WIDTH; rayDirY = y - HALF_BUFFER_HEIGHT; rayDirZ = FOV; rayDirMag = 1/Math.sqrt(rayDirX * rayDirX + rayDirY * rayDirY +rayDirZ * rayDirZ); rayDirX *= rayDirMag; rayDirY *= rayDirMag; rayDirZ *= rayDirMag; /// trace the primary ray /// closestIntersectionDist = Number.POSITIVE_INFINITY; closestSphereIndex = -1 for(i = 0; i < numSpheres; ++i) { // check against screen space bounding circle dx = x - sphere2dX[i]; dy = y - sphere2dY[i]; if( dx * dx + dy * dy > sphere2dR[i] ) continue; // begin actual ray tracing if its inside the bounding circle lengthRTSC2 = sphereCenterX[i] * sphereCenterX[i] + sphereCenterY[i] * sphereCenterY[i] + sphereCenterZ[i] * sphereCenterZ[i]; closestApproach = sphereCenterX[i] * rayDirX + sphereCenterY[i] * rayDirY + sphereCenterZ[i] * rayDirZ; if( closestApproach < 0 ) // intersection behind the origin continue; halfCord2 = sphereRadius[i] * sphereRadius[i] - lengthRTSC2 + (closestApproach * closestApproach); if( halfCord2 < 0 ) // ray misses the sphere continue; // ray hits the sphere dist = closestApproach - Math.sqrt(halfCord2); if( dist < closestIntersectionDist ) { closestIntersectionDist = dist; closestSphereIndex=i; } } /// end of trace primary ray /// // primary ray doesn't hit anything if( closestSphereIndex == - 1) { outputBitmapData.setPixel(x, y, skyColor); } else // primary ray hits a sphere.. calculate shading, shadow and reflection { // location of ray-sphere intersection intersectionX = rayDirX * closestIntersectionDist; intersectionY = rayDirY * closestIntersectionDist; intersectionZ = rayDirZ * closestIntersectionDist; // sphere normal at intersection point normalX = intersectionX - sphereCenterX[closestSphereIndex]; normalY = intersectionY - sphereCenterY[closestSphereIndex]; normalZ = intersectionZ - sphereCenterZ[closestSphereIndex]; normalX /= sphereRadius[closestSphereIndex]; // could be multiply by precacluated 1/rad normalY /= sphereRadius[closestSphereIndex]; normalZ /= sphereRadius[closestSphereIndex]; // diffuse illumination coef illumination = normalX * lightDirX + normalY * lightDirY + normalZ * lightDirZ; if( illumination < ambientIllumination ) illumination = ambientIllumination; /// trace a shadow ray /// var isInShadow:Boolean = false; for(j = 0; j < numSpheres; ++j) { if( j == closestSphereIndex ) continue; rayToSphereCenterX = sphereCenterX[j] - intersectionX; rayToSphereCenterY = sphereCenterY[j] - intersectionY; rayToSphereCenterZ = sphereCenterZ[j] - intersectionZ; lengthRTSC2 = rayToSphereCenterX * rayToSphereCenterX + rayToSphereCenterY * rayToSphereCenterY + rayToSphereCenterZ * rayToSphereCenterZ; closestApproach = rayToSphereCenterX * lightDirX + rayToSphereCenterY * lightDirY + rayToSphereCenterZ * lightDirZ; if( closestApproach < 0 ) // intersection behind the origin continue; halfCord2 = sphereRadius[j] * sphereRadius[j] - lengthRTSC2 + (closestApproach * closestApproach); if( halfCord2 < 0 ) // ray misses the sphere continue; isInShadow = true; break; } /// end of shadow ray /// if( isInShadow ) illumination *= .5; /// trace reflected ray /// if( sphereReflects[closestSphereIndex] ) { // calculate reflected ray direction var reflectCoef:Number = 2 * (rayDirX * normalX + rayDirY * normalY + rayDirZ * normalZ); reflectRayDirX = rayDirX - normalX * reflectCoef; reflectRayDirY = rayDirY - normalY * reflectCoef; reflectRayDirZ = rayDirZ - normalZ * reflectCoef; closestIntersectionDist = Number.POSITIVE_INFINITY; reflectClosestSphereIndex = -1 for(j = 0; j < numSpheres; ++j) { if( j == closestSphereIndex ) continue; rayToSphereCenterX = sphereCenterX[j] - intersectionX; rayToSphereCenterY = sphereCenterY[j] - intersectionY; rayToSphereCenterZ = sphereCenterZ[j] - intersectionZ; lengthRTSC2 = rayToSphereCenterX * rayToSphereCenterX + rayToSphereCenterY * rayToSphereCenterY + rayToSphereCenterZ * rayToSphereCenterZ; closestApproach = rayToSphereCenterX * reflectRayDirX + rayToSphereCenterY * reflectRayDirY + rayToSphereCenterZ * reflectRayDirZ; if( closestApproach < 0 ) // intersection behind the origin continue; halfCord2 = sphereRadius[j] * sphereRadius[j] - lengthRTSC2 + (closestApproach * closestApproach); if( halfCord2 < 0 ) // ray misses the sphere continue; // ray hits the sphere dist = closestApproach - Math.sqrt(halfCord2); if( dist < closestIntersectionDist ) { closestIntersectionDist = dist; reflectClosestSphereIndex=j; } } // end loop through spheres for reflect ray if( reflectClosestSphereIndex == - 1) // reflected ray misses { r = sphereR[closestSphereIndex] * illumination; g = sphereG[closestSphereIndex] * illumination; b = sphereB[closestSphereIndex] * illumination; } else { //trace("ref hit"); // location of ray-sphere intersection reflectIntersectionX = reflectRayDirX * closestIntersectionDist + intersectionX; reflectIntersectionY = reflectRayDirY * closestIntersectionDist + intersectionY; reflectIntersectionZ = reflectRayDirZ * closestIntersectionDist + intersectionZ; // sphere normal at intersection point normalX = reflectIntersectionX - sphereCenterX[reflectClosestSphereIndex]; normalY = reflectIntersectionY - sphereCenterY[reflectClosestSphereIndex]; normalZ = reflectIntersectionZ - sphereCenterZ[reflectClosestSphereIndex]; normalX /= sphereRadius[reflectClosestSphereIndex]; // could be multiply by precacluated 1/rad normalY /= sphereRadius[reflectClosestSphereIndex]; normalZ /= sphereRadius[reflectClosestSphereIndex]; // diffuse illumination coef reflectIllumination = normalX * lightDirX + normalY * lightDirY + normalZ * lightDirZ; if( reflectIllumination < ambientIllumination ) reflectIllumination = ambientIllumination; r = sphereR[closestSphereIndex] * illumination + .5 * sphereR[reflectClosestSphereIndex] * reflectIllumination; g = sphereG[closestSphereIndex] * illumination + .5 * sphereG[reflectClosestSphereIndex] * reflectIllumination; b = sphereB[closestSphereIndex] * illumination + .5 * sphereB[reflectClosestSphereIndex] * reflectIllumination; if( r > 255 ) r = 255; if( g > 255 ) g = 255; if( b > 255 ) b = 255; } // end if reflected ray hits } /// end if reflects else // primary ray doesn't reflect { r = sphereR[closestSphereIndex] * illumination; g = sphereG[closestSphereIndex] * illumination; b = sphereB[closestSphereIndex] * illumination; } outputBitmapData.setPixel(x, y, (r<<16) + (g<<8) + b); } // end if primary ray hit } // end x loop } // end y loop outputBitmapData.unlock(); // compute FPS var fps:Number = 1.0/((getTimer() - timer) / 1000.0); frameTimeTxt.text = "Drag to rotate. FPS: " + int(fps); } } }
Paul Spitzer has been updating the animasinteractive paradox FPS engine for flash with some great new additions and more about the engine capabilities. I think you will be blown away again by this engine.
Paul has added proximity objects which are key elements of online multiplayer games for networking (distance based messaging and events) as well as fun stuff like proximity mines as demoed. Get over there and check it out the best, quality FPS engine yet in flash continues.
The lighting, textures, effects, HUD, all look excellent.
This is in flash, a paradox indeed.

























