Papervision 3D 2.0 Breaking Changes on Object yaw, roll, pitch

Papervision 3D 2.0 Alpha has been undergoing lots of changes and one you might want to know about is the object yaw, pitch and roll change.  Thisis changing on how you access them but only slightly.  This is good because you an read and write the values on the object not just set them. Per the papervision list from the man Tim Knip:

On many users request:

DisplayObject3D’s methods pitch(), yaw() and roll() are now getters / setters.

Usage:

do3d.yaw = degrees;
do3d.pitch = degrees;
do3d.roll = degrees;

var myYaw : Number = do3d.yaw;

This means these values are now ‘absolute’ values instead of previous
‘relative’ values as in deprecated do3d.yaw( 1 );

Let me know any issues (as I’m sure there are…)

Tim

This only affects the latest and greatest revisions of papervision but is definitely a good change.  It is good to make changes that make more sense without worrying about breaking changes.

Google Tech Talk: Simple interactive 3D modeling for all - VideoTrace

3D models from basic video… This can be huge in all sorts of ways.  For exponential growth you need to go virtual.

  • This is a technology called VideoTrace from Australia
  • The Siggraph paper describing VideoTrace is available here (pdf 6MB)
  • Larger videos available here, with a more compressed version here.

Amazing New Feature for Flash 10 - FileReference Runtime Access

I have been consuming all the great additions to Flash 10 this weekend and one that really jumps out after you get past the visual, text and sound features (which are spectacular btw and most of what the community was asking for). But one feature snuck by, this is the one that ByteArray (Thibault Imbert) mentions/pointed out for managing files directly within Flash.

File Reference runtime access — Bring users into the experience by letting them load files into your RIA. You can work with the content at runtime and even save it back when you are done through the browse dialog box. Files can be accessed as a byteArray or text using a convenient API in ActionScript without round-tripping to the server. You no longer have to know a server language or have access to a server to load or save files at runtime.

This greatly lowers the bar to using Flash as a photo editor, document manager, customized application experiences, marking up content and saving locally, all without the need for server side script. I am a big fan of server side technologies and develop with them but even for bettering performance this could be huge.

Scenarios where this might be useful is editing applications, note taking (download a book with your notes), editors for docs/games/3d/textures,,, the possibilities are endless really.

Flash 9 just got mainstream and production ready (flash 9 penetration) at the tail end of last year but there are so many great things in the new version that I hope it comes out very soon. Flash it turning into quite a platform.

Alternativa Platform also has updated their engine for Flash 10 already (they must have had some inside early accessibility to it) and there are great possibilities here.

It is only beta (Flash 10) but there are great market opportunities to prepare for when this launches. Keep your eye on where the puck will be, not where it is currently at. I was concerned when Adobe bought Macromedia and the future of Flash but it appears they are taking this bull by the horns.

If you are ready to play with Flash 10 here is Flex and FlashDevelop updates to help you get started.

Also here is some code posted at ByteArray from Pleh for testing the new FileReference runtime access, usage is extremely simple and rests on this

var data:ByteArray = fileRef['data'];

/*
  FileReference Load Example By Pleh 17/05/08
*/

package {
	import flash.display.Loader;
	import flash.display.Sprite;
	import flash.events.Event;
	import flash.events.MouseEvent;
	import flash.net.FileReference;
	import flash.net.FileFilter;
	import flash.utils.ByteArray;

	public class Flash10Test extends Sprite
	{
		private var fileRef:FileReference;

		public function Flash10Test()
		{
			fileRef = new FileReference();
			fileRef.addEventListener(Event.SELECT, selectFile);
			fileRef.addEventListener(Event.OPEN, openFile);
			stage.addEventListener(MouseEvent.CLICK,stageClick);
		}

		private function selectFile(e:Event):void {
			fileRef['load']();
		}

		private function openFile(e:Event):void {
			var data:ByteArray = fileRef['data'];
			var loader:Loader = new Loader();
			loader.loadBytes(data);
			addChild(loader);
		}

		private function stageClick(e:Event):void{
			fileRef.browse([new FileFilter("All Formats (*.jpg,*.gif,*.png,*.swf)", "*.jpg;*.gif;*.png;*.swf", "JPEG;jp2_;GIFF;SWFL")]);
		}

	}
}

A Peek into the AS3 and AVM2 Virtual Machine and ‘Elastic Racetrack’

AS3 Flash 3D Engine Alternativa Platform Drops A Nuke - Isometric and FPS

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:

Congrats to the Russian based Alternativa Platform, the world is watching.

AS3 Flash 3D Engine SWFZ Source Code Goes Open Source

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

Quake Demo

Terrain Demo

Yoshis Hip Hop Couzin

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

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.

3DS Parser Added To Papervision From Away3D

Good news, I meant to post this a few days ago last weekend Tim Knip added 3DS parsing support to Papervision3D. Here is the thread with the quick howto.

Thread in nabble

Added a simple 3DS parser to the Great White trunk.
=> org.papervision3d.objects

.parsers.Max3DS

…USAGE:


// where to find textures
var textureDir:String = "./images/";  // use a trailing slash!

// optional materialsList
var materials:MaterialsList = new MaterialsList();

// the 3DS file
var fileName:String = "[path-to-3ds-file]";

// load it!
_3ds.load(fileName, materials, textureDir);

// add to scene
scene.addChild(_3ds);

Also, one other golden nugget is Den Ivanov’s newest demo with Papervision portals! This is a very smooth demo, be sure to enter into the portals to see the seasons change.

Also here is a  non papervision 3ds parser.

Physaxe 2D Flash Physics Kit for haXe and List of Flash Flex Actionscript Physics Engines for AS3

Nicolas Cannasse, 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 Bezier Tweening Released for AS2 and AS3 by Jack at GreenSock - And List of Animation Kits

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…

AS3 Flash Isometric Game Engine Released - FFilmation 1.0

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

BumpMap
fAiContainer
fCamera
fCharacter
fCollideEvent
fElement
fEngine
fEngineMaterial
fEngineSceneRetriever
fEventIn
fEventOut
fFloor
fGlobalLight
fLight
fMaterial
fMoveEvent
fObject
fOmniLight
fPlane
fProcessEvent
fRenderableElement
fScene
fSceneLoader
fWalkoverEvent
fWall
line
mathUtils
movieClipUtils
polygonProjection
polygonUtils
Vector
vport

Get your game on!

AS3 Nascar Game By mr. doob - AS3 Flash Library Mashup

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:

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?

Flash/Flex Application Proofs: Adobe Launches Photoshop Express

If there ever was a proof that more intense applications like word processors and image manipulation software are capable of being built and some aspects even better than their desktop counterparts with flash and flex then Scrapblog, Buzzword, Picnik and Photoshop Express are that (in fact Photoshop Express is a direct competitor with Picnik it seems…).  

Adobe launches Photoshop Express today to add to that set that are very usable, quality applications built with Flash9/Flex and most of all actionscript 3 (as3) and the new AVM2. These apps just weren’t possible with AS2 and with Flex they can be easily managed codebases (one major problem with old skool flash actionscript is it was throwaway many times because it was so scripter specific and full of optimizations just to barely perform - now these are actual code bases made by programmers and you see the results).  The great thing about buzzword, picnik and photoshop express are that they are easy to use. Flash/Flex make sense in their case and they tend to mimic and use very good usability patterns.There is no way an AJAX app (even though I build lots of those too) can come close to this integration of style, usability and expected results on all browsers.One important point of this article on news.com mentioning this:

The service will go live in beta test mode on Thursday. Mack said that the company intends to use the test period as a way garner feedback from customers.Adobe intends to offer more features to consumers who pay a yearly fee. Some planned features include a printing service, more storage, support for audio and other media, and the ability to read additional image file types (the service works with .JPGs now.)Adobe also plans to build an offline client using AIR (the Adobe Integrated Runtime) so that people can edit photos offline, executives said.

A couple things here.  First there is going to be an AIR version for the same experience on the web and the desktop for a major application.  Second, flash IS limited to certain file types JPG, SWF, PNG, GIF, and a few others for sound and video.  So why an online photoshop is great, it is still only web based photos, simple edits, etc.  Photographers and users above 72dpi in the 300 600 ++ ranges will still be using Photoshop.  Users with EPS,RAW, etc will still have to use Photoshop until Adobe figures a way to either proxy an image and handle the real source (be it another format) behind the scenes.  Or, improve the flash player to handle other raster and vector image types.A project a while back we had this issue where it was a approval system of media types but the types could be PDF or EPS in addition to web image formats or on occasion other formats and it became a challenge where the content was marked up with flash.  Eventually it was in a div overlay so we could load in the unsupported types behind and sync them with javascript, where flash was just a canvas or screen on top to put notes and markings.  But when it comes to editing that is different, you expect to edit. Also, working with the real source in image manipulation is extremely important so a proxy to the real image seems unlikely a good choice except for simple web uses.In any case, Photoshop Express is a great web based image tool but there are limitations that prevent it from taking any large swath of share from the normal old desktop Photoshop any time soon.

Director 11 Is Released

I was able to download the demo and it is in the store and on Adobe’s site. The new AGEIA™ PhysX™  physics engine and some sort of updated 3D with hardware rendering is nice.

But, Director is like the Rodney Dangerfield of products at Adobe.  Everywhere you have to dig for it, it doesn’t even have updated marketing in most places, the shockwave player link is still from 2002 etc.  I wish that Adobe would support it more, open it up, allow better IDEs, integrate ES4 based Actionscript 3 or 4 into it and keep the 3d market that shockwave supports moving along.

Maybe they will give Director more love but if they don’t allow for some community input and work on the platform like Flex and Flash have thrived on, well they might just lose that piece of the market (3d gaming, hardware).

First impression is the fonts do look much better.  Unicode support is so far so good and I haven’t had a chance to dig into the AEGIS PhysX engine yet but that looks very very fun.

For instance here is a Physics Engine call that creates a rigid body terrain


//JavaScript Syntax
var objTerrain= member("PhysicsWorld").createTerrain("myterrain",terrainDesc,position,orientation,1,1,1);

Or some raycasting:


//JavaScript Syntax
var lstraycast = member("PhysicsWorld").rayCastAll (vector(10,0,0),vector(0,0,1));
for(i = 1; i < = lstraycast.count ; i++)
{
    raycstEntry = lstraycast[i];
    put("Name:" + raycstEntry[1].name);
    put"Contact Point:" & raycstEntry[2]);
    put("Contact Normal:" & raycstEntry[3]);
    put("Distance:" & raycstEntry[4]);
}

I use the Javascript source simply because it is much more usable to me. Unfortunately the docs are only partially converted to Javascript.  Lingo is pretty close to it though but it scares people off.

What Adobe needs to do is port into Flash the ability to use Shockwave3D (hardware rendering for 3d), AEGIS PhysX, would that not blow up big time or what?

AS3 Real-Time Raytracing

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 provi