Rozengain or Dennis Ippel of AKQA updated probably one of the tools I use the most for flash 3d and that is the blender to as3 exporter. This simplifies loading in the meshes you have and lessens the bulk of the COLLADA format. COLLADA is great but flash is still client side and fairly memory intensive for 3d so loading in models directly to as3 is nice if flash is your presentation tool.
One concern you might have is statically binding the code within a main swf fileon compile and resulting file size compared to loading in the DAE dynamically. But you can just load these in as you would external DAE COLLADA files as compiled swfs and since it is just code it is very compact. This adds some duplication of code (such as tweening libraries or the 3d engine source as needed) but allows a more horizontal loading or lazy loading of meshes when needed.
This is just another option to get 3D models into the flash 3d engine of your choice in addition to COLLADA, some MD2 support and limited ASE support.
This is an awesome project that keeps getting better, thanks Rozengain.
With that, Flash 10 has many great new things such as the Vector structure that allows a collection of a certain type, which results in a faster collection because of the known type. So anywhere where Arrays are used, that is a possible candidate for a performance increase within some code because you are asking the virtual machine to do less work on each loop (not having to dynamically find out the type).
ByteArray (Thibault Imbert) has demonstrated that for the JPEG encoding in corelib it is up to 2.5 times faster using Vectors than Arrays. Your mileage may vary heavily but it is almost a guaranteed speed boost due to less work. This obviously has great possibilities for speeding up code that uses lots of arrays.
Due to the performance boost the Vector does have some constraints in the typical give and take of coder flexibility with compiler and virtual machine overhead. Vectors are more explicit and strongly typed which is why they are fast, but this is also limiting.
In addition to the data type restriction, the Vector class has other restrictions that distinguish it from the Array class:
A Vector is a dense array. Unlike an Array, which may have values in indices 0 and 7 even if there are no values in positions 1 through 6, a Vector must have a value (or null) in each index.
A Vector can optionally be fixed-length, meaning the number of elements it contains can’t change.
Access to a Vector’s elements is bounds-checked. You can never read a value from an index greater than the final element (length - 1). You can never set a value with an index more than one beyond the current final index (in other words, you can only set a value at an existing index or at index [length]).
pyamf is pretty sweet for Flash remoting with Pythonic server side, but now we have two nicely done and integrated remoting kits for python on the server side.
amfast is a new remoting library that looks to be as sweet as pyamf (where sweet == fast and useful). I am checking out amfast now but the speed boost alone might be worth it. For instance, working with real-time games, when you need static content you need to grab that quickly sometimes via a content service. The faster that link the better. It also has Twisted integration which is great for networking and SQLAlchemy integration which is in my opinion the best ORM for python (pyamf has twisted, django, pylons, sqlalchemy as well)
amfast is well documented and has some great examples. If you have the Python addiction, check it.
Description
AmFast is a Flash remoting framework for Python.
AmFast can use AMF to communicate between Python and Flash, Flex, and any other system that supports AMF.
AMF is a binary object serialization protocol used by Actionscript based applications.
Server Features
Support for NetConnection and RemoteObject RPC.
Support for Producer/Consumer ‘push’ messaging with HTTP polling, HTTP long-polling, and real-time HTTP streaming channels.
Support for authentication with NetConnection and RemoteObject.
Flexible Target mapping system to map message destinations to invokable Target objects.
Support for ChannelSets with multiple Channels to expose resources in different ways.
Support for configurable Endpoints. Use AmFast’s built-in AMF encoder/decoder C-extension, or use an external AMF encoder/decoder, such as PyAmf for a pure-Python implementation.
AMF Encoder/Decoder Features
AMF0/AMF3 encoder/decoder written in C as a Python extension for speed.
More than 10x faster than the PyAmf encoder/decoder (even when using PyAmf’s optional C-extension).
Map custom classes with ClassDef objects for complete control over serialization/de-serialization.
Full support for IExternalizable objects.
Data persistence with SqlAlchemy including remotely-loadable lazy-loaded attributes.
Actionscript code generation from ClassDef objects.
Augmented Reality and the base of the original ARToolkit has taken the flash world by storm with the FLARToolkit and really the speed updates of the AVM2 in Flash9 and Flash10 to be able to pull off the OpenCV calculations needed on the bitmap data from each frame of a camera. It has been around quite some time but now web based engines such as Flash and now Processing can take advantage of this awesome technology.
Den Ivanov did some cool experiments with this kit but adding the capability to do multiple markers. In his videos the processing runtime seems to process the render pretty quickly. It seems that most Flash AR is around like 5-10 frames per second for the detection.
I updated to iPhone SDK 3 beta 4 and iPhone OS 3 beta 4 and the latest Unity iPhone and things were much better in perception of speed at least in early testing. Not sure if it was more from one or the other but the games I am testing/building so far are quicker and the OS feels faster overall.
This build fixes many issues and makes some great optimizations for speed as listed here:
New Features and Improvements
Reduced memory footprint for uncompressed audio by 50%
“Memory usage for textures reduced by 50%. Texture memory is now freed once it has been submitted to OpenGLES on the device. The “Enable Get/SetPixels” flag in the Texture Import Settings lets you disable this feature on a per texture basis in order to access the texture data from a script using GetPixel etc.
Improved iPhone script call optimization
Removed unused parts of Mono runtime
Reduced memory overhead while reading data from disk and slightly improved load times.
Support for several predefined splash-screens (portrait/landscape) for Indie version. Just rename one of the splash-screens in the output directory to Default.png
Exported audio session activation/deactivation functions to AppController.mm
Added Scripting Reference code examples for iPhone specific APIs
Bug Fixes
Fixed audio to play correctly after phone call / text message / alarm interruption occurs
Fixed compressed audio occasionally refusing to play
Fixed AudioSource.PlayOneShot to work correctly with compressed audio
Fixed audio to respect Mute switch and background iPod music
Fixed Pause function and time property for compressed audio clips
Fixed OpenAL memory leak
Fixed PhysX memory leaks
Fixed Audio and Animation assets leaking while loading new scene
Fixed a crash related to playing compressed audio in a sequence
Fixed memory leak while updating Mesh geometry data
Fixed several small memory leaks in rendering module
Fixed asynchronous .NET sockets
Fixed .NET threads
Fixed cross thread boundary calling to the delegates
The site mentions that OpenGL source can be converted to run in the engine. You can do this now with Alchemy although it is in very early stages. It is not clear if it is an automatic conversion or if it simply means it is similar in syntax and method signatures, objects etc.
I definitely will be watching and see how it progresses, there isn’t much other than a single post about the engine so far and no info on the api or sample code. Looking forward to seeing more, the z-sorting is quite nice. Doesn’t appear like collisions are there yet but it has a nice look.
Sometimes excellent toolkits come out of the blue like this such as Ffilmation (isometric flash engine) or Alternativa (flash 3d engine flash 10 focused) so you never know.
It is easy to see how the latest version of JiglibFlash with MouseConstraint will be heavily influencing flash games and applications very soon. This is a very smooth and quick demo that feels very responsive on the controls. There are so many possible uses for JiglibFlash now that the MouseConstraint is available. It will evolve further but this version seems ready to start integrating into many flash game and interactive ideas and projects. Even though it is still alpha it has been heavily cleaned up and a plugin system added by bartek for pluggable 3d render engines. That is a huge step for 3d pipelines in flash.
Google has a few things going for 3d in the browser, not just 3d but hardware rendering in the browser. They previously had native client which allows you to run code via a plugin proxy with a sample running Quake. They also had Lively which was a virtual world plugin that was shut down a few month after it started.
This won’t change anything now as Unity3D, Flash 3D pseudo engines, even Director 3D still are the top choices for games, apps, and interactives that need effects and possibly hardware rendering. But it is interesting that Google is essentially re-entering this debate after ditching on Lively and they must see some benefit to having a discussion about 3d on the web and 3d standards in general. I know they have lots of models and tools with SketchUp and Google 3D warehouse so who knows maybe they will take it over by being standards, open and information based.
What is O3D?
O3D is an open-source web API for creating rich, interactive 3D applications in the browser. This API is shared at an early stage as part of a conversation with the broader developer community about establishing an open web standard for 3D graphics.
Get involved
Download the plug-in (Windows and Mac) and explore the samples to see O3D’s capabilities. Linux users, see these instructions.
One thing is for sure, 3d development is still old school proprietary lock in in most cases. Working with 3d and tools like Maya, 3dsmax and others they have always been very non standard. From file formats to interfaces to even basic movements, all different. The general maths of 3d are the same and so should 3d pipelines. Formats like COLLADA are nice because they are starting to open up 3d pipelines and content creation but COLLADA still has many porting issues. FBX file format is another that is really useful and common making pipelines in Unity 3D, for instance, very nice. But it is owned and run by Autodesk who owns all the 3d apps (Maya, 3dsmax, SGI) and I am a bit leary of that method. But in the end 3d pipelines and rendering will be somewhat standardized and maybe the web will be hardware rendered one day. In most cases it is not needed, but for gaming, immersion, demos and other entertainment it could benefit heavily from a more standardized 3d pipeline and methods.
Recently added include, you can now use RADIANS or DEGREES to manipulate objects in the engine, also adding standard yaw, pitch and roll methods.
There is a mouse interaction now available with a MouseConstraint class to allow the user to drag a 3d element with the mouse which is great for gaming and interactive 3d physics scenes.
New class: MouseConstraint
There has been a new class to the Papervision3D plug-in called MouseConstraint and a new example to the Papervision3D examples folder. The class basically allows you to attach a world constraint to an object and simulate dragging.
Well it appears ES4 path is dead officially and a new standard has been published replacing it, the ECMAScript Fifth Edition announced in Geneva, Switzerland and will be in place as fully tested and approved by all involved by the end of 2009. ES5 was previously known as ECMAScript 3.1 or an iteration of the ES3 standard that is what most JavaScript is based on in all browsers, and was previously competing with the ES4 newer standard that changed Javascript quite a bit but in many areas much better, in some areas it was bloated.
This revision of ECMA-262 will be known as ECMAScript, Fifth Edition. It was previously developed under the working name ECMAScript 3.1, which will no longer be used. ECMAScript is the scripting language that is used to create web pages with dynamic behavior. ECMAScript, which is more commonly known by the name JavaScript™, is an essential component of every web browser and the ECMAScript standard is one of the core standards that enable the existence of interoperable web applications on the World Wide Web.
ECMAScript Fifth Edition (ES5) was strongly guided by Crockford and Microsoft, which is different than the push for ES4 which is what ActionScript 3 is based on and was supported by Adobe and Mozilla.
However it seems everyone is happy and everyone is supporting this version to get things moving if you go by the ECMA Org quotes:
Industry Reaction
Brendan Eich, Mozilla CTO and creator of the JavaScript language, said “The Fifth Edition of ECMAScript makes real improvements based on browser innovation and collaboration in Ecma, which provides a solid foundation for further work in future editions.” Microsoft’s ECMAScript architect, Allen Wirfs-Brock, commented “We expect the Fifth Edition to benefit all web developers by helping improve browser interoperability and making enhanced scripting features broadly available.”
One nice feature is the JSON object. Right now you have to eval to use JSON in javascript in a browser but they now have JSON.parse(object) and JSON.stringify(object) which is standard and conveniently already wired into IE8 this way. This is based on the JSON2.js library by Douglas Crockford of Yahoo.
If you use javascript or are an actionscripter, not sure if Adobe will have ActionScript 4 go this way or if Alchemy has changed the flash player into a multi language VM now. It will be fun to watch things progress but also if you are into javascript it seems this standard, ES5, will be it by the end of the year. And probably since IE8 already supports it, in all new browser by then as well. It will probably take 1-2 years before browser saturation makes this usable but if you are using standards that mimic this then there will be no change then, such as the JSON2.js library.
The state of open source flash players is pretty lagging, I wonder if Adobe would ever help that along i.e. Microsoft with Moonlight. do it! 2 days ago
Uh oh IE9, #html5 within, will they bring html5 to market being the last browser? Will they mess it up? How long will it take to be 90+%? 2 days ago
RT @waxpraxis: Love the term "incidental complexity" - complexity not inherent to a problem, but from the way the solution is derived. 3 days ago
boo! iMac having hard drive issues only 2 weeks after upgrading to snow leopard, hopefully DiskWarrior can save it. pi day has been tainted. 4 days ago
Alice in Wonderland was pretty good, great visuals, pretty decent dose of Burton. 6 days ago
OpenGL 4.0 released, in a couple years we will have opengl 4 enabled cards w tessellation... http://bit.ly/cggF3f - puts it on par with DX11 1 week ago