Archive for the ‘TECHNOLOGY’ Category

Thursday, December 22nd, 2011

Unity is fast.  Unity 3.5 preview is available with exporting to Flash 3D/Stage3D available to test.

Unity has been very quick to add this to their editor and platform.  I wasn’t sure how much Flash 3D would get traction if not for UDK and Unity support, as they also work so well on mobile devices. As everyone knows there is an immense mobile disruption and Adobe recently pulled mobile Flash player support. It is possible this will be resurrected as just the Flash Player when/if mobile ever really supports plugins in browsers well, current hardware and technology may be too early – the plugin may have also gone the way of the app on mobile.  There is always a need for advancement to standards though, html5 is largely influenced by Flash and others. I think there will always be a need for technologies that are innovating ahead of standards, which leads to better standards later. Plugins are yet to exist on mobile in a useful way in favor of native apps, due to mobile device hardware limitations in the current generation. There will probably always be a need of some plugins for web games and interactives. And here Unity and Flash have been strong in that area, coming together to tackle 3D and hardware rendering is a great match.

Unity exporting to Flash Stage3D will provide a spark for the Flash Player 11 over WebGL as there is still some benefits to a proprietary solution to plugins currently.  Internet Explorer is still holding out on WebGL and Flash 11 will be able to enter the IE moat.   This export option allows another way to get your game on the web in a browser in addition to the Unity Player when exporting from the Unity tools.  Game companies like Zynga, Playfish/EA, etc will probably be more apt to use the Flash 3D exported version rather than Unity Player only due to market saturation/penetration. I hope Unity Player support continues or possibly Unity gets bought by Flash and Unity becomes Flash.   The integration could be good, but also bad for Unity if they don’t keep their player going so they don’t have to wait for the Flash Player standard from Adobe.

There is an immense market waiting for hardware accelerated games in the browser even for 2D games from core to social games, all of them need to move lots of sprites, logic and game renders around that require performance. Unity to Flash 3D has a slight edge over WebGL in that is is a single player and compiled assets, and supported by the best 3D/2D/game/interactive editor out there in terms of production pipeline. Flash Player is still compiled and a bit faster than WebGL scripted but there is still limitations on what you can do without a compiled app to run; interpreted code still adds heavy weight and delays to the 33ms needed on each frame for 30fps. An example of performance using Box2D across native to scripted rendering.

Unity has given us all a present to play with for the holidays, I am sure it will take some time to get right.  But having this tool to iterate on and seeing what Flash 11 Stage3D can do as an export target will be fun.

There is even a contest that you can enter over the holidays to win some prizes and the entries are judged by none other than UnitZeroOne aka Ralph Hauwert, as well as Lucas Meijer and Unity’s CEO David David Helgason.

Unity 3.5 Preview

Thursday, December 15th, 2011

Thank you Microsoft.  You have helped to make it easier to produce and convince clients and collegues to use html5 with your latest decision.

Since you are updating Internet Explorer in automatic updates to IE9  currently and hopefully for the future versions. Developing for the web became better as #html5 with canvas goodness is now market ready! (in a nearer term rather than a year or two possibly – still some time to propagate).

Good news, everyone! Microsoft has decided that the time has come to make sure that all users of Internet Explorer are using the most current version possible. To accomplish that goal, they’re turning on automatic updates.

Yes, Internet Explorer patches and new major versions are already available via Windows Update. But to move from one version to the next, it’s never been a fully automatic process. There’s a separate install window that appears for installing, say, Internet Explorer 9. For many users, the additional steps required were often enough to prevent them from installing a new version.

To clients, developers can now say that IE9 and up is the best target since Microsoft themselves are updating the browser in Automatic Updates for security and a better experience.  They can tell clients that is is acceptable to build in html5 with canvas and with less tedium in making things work for IE7 and IE8, less middle man proxy technologies. Microsoft will also be less of a bad name for developers stemming from IE6 and lagged, slow upgrading software progress and users. For many clients that were risky on projects this wasn’t an issue, but deciding what tech to use and convincing others with so much old IE out there was difficult.  Hopefully this helps soon.

Ryan Gavin, Microsoft’s senior director for Internet Explorer, pointed out several benefits. The overall security of the Windows user community will be improved as outdated browsers are replaced, developers can focus their attention on building sites using modern web code, and those who surf with IE will be able to enjoy the full Beauty of the Web.

Browsers that silently update like Chrome are the best model, but automatic software updates are also good. html5 is on soon when this kicks in across the world, it seems Microsoft plans to do this at different times around the world.

And so from now on, Internet Explorer will quietly update itself just as Windows does. Starting in January, users in Australia and Brazil will be the begin receiving automatic IE updates. Microsoft will then gradually extend coverage to other parts of the world as time goes on.

This news comes on the same day that Chrome 15 is now the most used browser in the world. IE9 could take the top spot for a while if all IE versions move to IE9 as IE is still 40% of the world share in browsers for all versions.

Ship it! html5 has entered the arena officially. And so it begins…

[source from geek.com + microsoft]

 

Tuesday, October 4th, 2011

It just got unreal!  Unreal Engine 3 can export to Flash 11 with Stage3D as an export platform.  This is amazing news for game development and provides a strong competitor to Unity for high end gaming experiences that run in Flash.

The news was announced at MAX by Tim Sweeney:

On Tuesday during the Adobe Max conference in L.A., Epic CEO, founder and technical director Tim Sweeney announced UE3 support for Adobe’s Flash player.

Industry veteran Sweeney showed a live demonstration of UE3 running inside the recently-released Adobe Flash 11 during his keynote at the conference, using the PC, Xbox 360 and PlayStation 3 game Unreal Tournament 3 as an example.

UE3 works well thanks to Flash 11′s hardware accelerated, programmable graphics pipeline, Adobe said. Flash is now “capable of running triple-A gaming content authored for high-end platforms using the industry’s latest tools and technologies,” the company said in a statement.

UE3 licensees will be able to access new Flash features, and more information is available at the engine’s official website.

Hopefully this will be included in the UDK soon if not in next months release.

But to calm the hype a bit, the reality is, it costs much more to develop a high end game in Unreal 3 compared to current web games but this will open up a whole new high end market and allow game developers to add another platform to export to. Game sites will become full on consoles.

Next-gen consoles for XBOX and Playstation aren’t being updated until 2013-14, that seems a long way away and they just might not exist as we know them when that time comes.

The next console just might be the web on any device, TV, pad, hardware consoles… Unreal and Epic are preparing for this multi-platform game development world along with Unity, Flash and others.

Saturday, July 2nd, 2011

Interactive on the web is changing at a rapid clip. The path of the next wave of ineractive and gaming on the web is beginning to materialize.

WebGL, Canvas grouped with html5 are final and providing new landscapes to draw on and new ways to make levels to beat. Most browsers and platforms are supporting this technology. Tools like Three.js make that very fun. Mozilla Firefox, Chrome and Safari are including WebGL + canvas and mostly hardware accelerated, making Javascript an even more powerful glue of the web.

Adobe is going low level with Flash ‘Molehill’ 3D and hardware acceleration platform that companies like Unity will be including as an export target.

Microsoft has finally laid out their plans. Silverlight is alive with Silverlight 5 / 3D powered by XNA (any surprise? guess it isn’t dead) and hardware acceleration throughout Internet Explorer, this appears to be Microsoft’s version of the future.

Plugins like Flash, Unity, Silverlight, others will continue to push the bounds cross platform where standards cement the technology behind it for a platform to reach the next innovative step.

Mobile has blown up the scene with native and low-level focus, causing web platforms to also go low level for more performance thanks to Apple and now Android. Native languages like C, C++ and Objective-C came roaring back as the hardware was reset a bit back to late 90s/early 2000s processor and graphics power. However with mobile and cpu cost on platform as service system, native will stay more over the coming years.

Games, interactive and entertainment projects and apps are going to be even more fun. New opportunities all over the place.  Game on!

Wednesday, May 18th, 2011

Microsoft has finally laid out their plans. Silverlight is alive with Silverlight 5 / 3D powered by XNA (any surprise? guess it isn’t dead) and hardware acceleration throughout Internet Explorer for canvas/html5 focus apparently aloongside Silverlight for deeper graphical needs or changes. It was originally outlined back in April at MIX 2011, but it shows their path and answer to WebGL/Canvas and standards for interactive and game development on the web (plus I have been busy on two titles, one for iOS and one for both iOS and Android, gotta say it is nice to see how fast your app gets posted to Android store compared to iOS…).

There are some nice examples of toolkits being developed such as Balder 3D and JigLibX pulled from this experiment.

We might have to wait a while for Moonlight to catch up on this one, guess that would take an OpenGL rendering layer like WebGL?…:)

 

Saturday, April 30th, 2011

Making 2D games in Unity is getting better with products like RageSpline for making vector like splines to create objects (texturable or color), by far one of the best additions to the Unity Asset Store.  The Unity Asset store is a great new place for inspiring products that are excellent, RageSpline shows why.

$50 in the Unity Asset Store but worth it, I hope it is expanded to import many vector formats.

The author is Juha Kiili is the author of this awesome piece of tech and it is seemingly doing well. This could be a full fledged 2d toolkit easily with many import/export capabilities.

Features of RageSpline

  • Creating 2D meshes and lines with bézier-based splines.
  • Outlining with single color, variable width per control point + natural/sharp switch per point.
  • Solid one color fills.
  • Linear gradient fills with two colors and GUI-adjustable scale, offset position and rotation.
  • Emboss styling with two colors and GUI-adjustable adjustable scale, rotation and smoothness variable.
  • Texturing support with GUI-adjustable scale, offset and rotation.
  • Automatic physics generator.
  • Adjustable vertex count for outline, fill, emboss and physics.
  • Example game included: RageCar.

Other Asset Store must haves like EZ-GUI and Sprite Manager make the 2D game creation experience in Unity very focused on the game development and design with performance handled.

 

 

 

Friday, March 4th, 2011

Khronos announced today that WebGL, the great OpenGL web hope, is now officially final for the 1.0 version. Khronos announced this today via the GDC and their website, it was also mentioned at Gamasutra.

WebGL already sees great support in numerous engines including my favorite Three.js from the infamous mr. doob.

There is already a thriving middleware ecosystem around WebGL to provide a wide diversity of Web developers the ability to easily create compelling 3D content for WebGL-enabled browsers.  These tools include: C3DL, CopperLicht , EnergizeGL, GammaJS, GLGE, GTW, O3D, OSG.JS, SceneJS, SpiderGL, TDL, Three.js and X3DOM.  Links to these authoring tools and WebGL demos can be found at www.khronos.org/webgl/wiki/Main_Page.

It will take some time for WebGL to propagate.  It is ready and on in Chrome and Firefox by default in betas. Safari it can be enabled via app parameter.  IE and MIcrosoft have yet to chime in, will we see DirectX for the web or adoption of WebGL.  Time will tell…  Until then Unity and Flash with the 3d api Molehill are forging ahead.  I am sure we will see an export to WebGL for Unity down the line but there are still some interesting script execution speed issues that compiled code in Flash and Unity Web Player will still be faster on.

So Khronos isn’t stopping at WebGL, they are now tackling WebCL or OpenCL for the web just like WebGL is OpenGL for the web (currently at the OpenGL ES 2.0 level which is nice because that is big on mobile — mobile and web games are at about the same level).

Khronos is also today announcing the formation of the WebCL™ working group to explore defining a JavaScript binding to the Khronos OpenCL™ standard for heterogeneous parallel computing.  WebCL creates the potential to harness GPU and multi-core CPU parallel processing from a Web browser, enabling significant acceleration of applications such as image and video processing and advanced physics for WebGL games.

Sunday, February 27th, 2011

At the Flash Games Summit today there was good news from Unity and Adobe about the Flash 3D API called Molehill.  Adobe’s Flash 3D API Molehill public preview was released and Unity announced they will be adding export support for it.

New features available in the current Incubator build include:

  • “Molehill” 3D APIs for Flash Player and AIR — A new set of low-level, GPU-accelerated 3D APIs that enable advanced 3D experiences across devices through the Adobe Flash Platform runtimes.
  • Cubic Bezier Curves — Using the cubicCurveTo drawing API, developers can easily create cubic Beziers without requiring custom ActionScript code.

This is really a new era of browser based game development support that is going to be very exciting. It was announced at the Flash Games Summit by Thibault Imbert (Adobe Product Manager) and Lee Brimelow (Adobe Platform Evangelist) after they explained and showed examples to the audience of what “Molehill” could do for flash games.

Thibault has a list of available Molehill enabled 3D engines already:

Also a test of hardware accelerated molehill vs software rendered flash:

 

Sunday, February 27th, 2011

Flash Molehill is coming and Unity will be targeting it for export.  Unity states that they will allow it as an export option just like there are mobile options for iOS and Android.

These are exciting times. Today, at the Flash Gaming Summit in San Francisco (of which we’re proud Gold Sponsors), Adobe has announced the public availability of a beta version of the Flash Player, codenamed Molehill, that has a very interesting new feature: hardware accelerated 3D support.

Molehill exposes a very low-level shader-based interface to the graphics hardware. Adobe has decided to focus on that low-level part, and do that really well. The molehill pre-release will not be shipping with a 3D engine, scene building tools, model and animation importers / exporters, physics, lighting or lightmap creation tools, etc.

The article states that Unity will be keeping the Unity Player and the developer will decide when to target Flash or Unity Players or other platforms like desktop, mobile that are currently available and use the rendering platforms that work best with each (DirectX/OpenGL/OpenGL ES/Molehill… maybe WebGL in the future).

There is no announcement of a date but Unity is pretty fast to add updates and new platform versions so if they take this on they will ship. Currently they mention using Unity and coding with AS3 within Unity script or using Mono.NET C#/Javascript/Boo as currently used. An intersting option is using Unity to create content and code in C#/Javascript over AS3.

Unity addresses these issues here:

Q. Is this the end of the Unity’s own Web Player?

Absolutely not. The Flash and Unity Web Players both have their strengths.  We’re excited by the opportunity to target the Flash Player and all of its features with Unity, but there will be plenty of experiences that the Unity plugin is better suited for. It will be up to developers in the end, to decide whether they want to target only the Flash Player, only the Unity Web Player, or some combination of the two (now things are getting interesting!)

Q. What programming language will I use?

You’ll have two options:

  1. For people with a Flash background:
    Target our ActionScript API directly from Flash. Think:
    var go:GameObject = new GameObject(“Just normal ActionScript 3 code”);
  2. For people with a Unity background:
    Script your content in C# / JavaScript / Boo, like you’re used to, and have Unity automatically translate it to ActionScript when you hit publish.

Adobe is good to move to a model where hardware acceleration is part of the platform.  Since Molehill is low level and competing products like Unity, WebGL, and others would take that in time, opening it so others can build tools on their platform will attract interesting new developments like this.

Sunday, January 16th, 2011

Cocos2D has been ported to run in javascript and called cocos2d-javascript by Ryan Williams.

Cocos2D is a game engine similar to Flash in that it is a 2d engine but it natively renders to OpenGL ES.  Cocos2D-iphone was originally a port of Cocos2D, a python game engine.  But the similarities to Flash and DisplayObjects = Nodes, Sprites, Scenes, Layers etc. This helps to port games over fairly quickly or start in productive in cocos2D.

Having this in javascript is a great thing! It runs on html5/canvas/javascript.

What is cocos2d-javascript?

Cocos2d-javascript is a 2D game/graphics engine based on cocos2d-iphone but designed to run in the web browser. It uses the latest features available in HTML 5 allowing real-time rendering of 2D graphics without the need for plug-ins such as Adobe Flash.

While HTML 5 is still new and not fully supported across all browsers it won’t be long before the vast majority of web users are able to enjoy all that it offers. When this time comes cocos2d-javascript will be an excellent way to develop games and applications.

To see a small sample of what is on offer, please check out the demo section.

cocos2d engines are now available on almost all platforms, so if you are building a 2d game and need a 2d engine typically with Box2D physics, cocos2d offers lots of ways to get the game out there with some porting work.