Posts Tagged ‘ADOBE’
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.
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!
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:
- Check 2D animation with the display list (check your CPU usage)
- Check 2D animation with Molehill (check your CPU usage)
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).
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:
- For people with a Flash background:
Target our ActionScript API directly from Flash. Think:
var go:GameObject = new GameObject(“Just normal ActionScript 3 code”);
- For people with a Unity background:
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.
There is an article at gamasutra about Flash vs. Unity for the future of web 3d games. But it really is the future of true, hardware accelerated gaming, applications and interactives, not just 3d but massive, immersive 2d+3d works/projects on the web and available via browser.
Adobe, or Macromedia previously, owned 3d games with Director (8.5 with Shockwave3d) for a time, but that was really before mainstream was ready (2000-2001-ish). There was a lack of computers with dedicated video cards and GPUs. Today, even the bottom line computers have a decent video card. Also, the surge in mobile and the need for native level access to graphics hardware has spawned this new battle (Thanks Apple!).
Unity has the pipeline, 3d and has been doing that well since 2005/6. They emerged from Director and even have some members of the Director team working at Unity. Adobe is just getting back into this, they dropped Director (or left it wavering) and are now going to attack on the Flash level not just against Unity but to hardware accelerate it for mobile and better video playback hopefully (they currently hardware accelerate scaled video to full screen).
Like the Silverlight vs. Flash product competition, Unity vs. Flash is actually a good thing for developers and both platforms. With Torque3d wavering, html5 and WebGL more than a year out (and WebGL maybe 2-3) for broad mainstream support (I am looking at you IE), this is the time for Flash to move on this and Unity to keep going they way they have. Hardware acceleration makes these plugins relevant and ahead of the current standards emerging in html5 and WebGL.
I love using both tools and they have come a long way since painful Director lingo/w3d/plugin hell for hardware accelerated gaming, apps and interactives. The gaming industry and web are merging, these two products should get a good portion of that projected $87-billion total game market’s annual revenue in five years, as investment advisor Digi-Capital predicts.
It is also a great time to be a developer having these companies vie for developer support. It is exciting that hardware acceleration, 3d games, and widening game industry are all emerging and will be a big thing for the next few years at a minimum.
It is finally time to kick it up a notch. Game on!
Helpful tool for taking vector art from Adobe Illustrator .ai assets and exporting them as html5 with canvas script.
John Nack from Adobe has been presenting Adobe tools exporters to html5 recently. One is a Flash to html5 convertion tool. It looks good for converting flash vector assets to html5, but you could also use the Illustrator exporter to html5 (canvas/svg) for static assets.
This converter doesn’t appear to do anything for scripted animation or code, just exporting assets via old skool timeline. But this is definitely the right idea.
Silverlight launched in 2007 to compete with Flash as a rich media and internet app toolkit. Microsoft had failed before with Liquid Motion competing with Flash back in late 90′s early 2000′s. Now, over 10 years later, Silverlight might be dying as a technology that was another competitor to Flash, due to poor timing and lack of committment.
I asked Bob Muglia, the Microsoft President in charge of the company’s server and tools business, that very question and got what I consider to be the clearest answer yet about how Microsoft is evolving its Silverlight strategy.
“Silverlight is our development platform for Windows Phone,” he said. Silverlight also has some “sweet spots” in media and line-of-business applications, he said.
But when it comes to touting Silverlight as Microsoft’s vehicle for delivering a cross-platform runtime, “our strategy has shifted,” Muglia told me.
Silverlight will continue to be a cross-platform solution, working on a variety of operating system/browser platforms, going forward, he said. “But HTML is the only true cross platform solution for everything, including (Apple’s) iOS platform,” Muglia said.
Silverlight was launched as a competitor to the Flash Flex framework and competing with Flash video most of all. This was before the H.264 battles, right when the mobile scene blew up and changed the game immensely. It was actually nice when it launched because it pushed Adobe on Flash and Flex (Flex was even later merged into the Flash brand to help it be more consistent like Silverlight). This was good for the whole interactive space.
Microsoft is now going with an HTML5 strategy. The odd thing is that the Windows Phone is entirely Silverlight driven, no html5 support. So is Microsoft going to leave their new mobile platfform high and dry due to this change in strategy? It just seems so short sighted and reactionary over at MSFT that everything is wavering. Who’s developing just silverlight for just Windows Phone? The timing of them stating this couldn’t be worse for Windows Phone.
Microsoft’s html5 strategy is hardware accelerated, something that Silverlight only partially has like Flash (though Adobe is changing that). It is apparent that mobile has changed even the rich internet applications game as well as gaming in that we are back to multiplatform, native apps and non browser plugins for web content (mobile devices support no web browser plugins at all let alone Flash or Silverlight). Still for the next 2-3 years limitations in hardware on mobile devices prevents anything software rendered to be fast (including html5 canvas and svg if there is no hardware acceleration), and due to this slowness, not able to compare/compete to compiled native apps that do have hardware access. This has forced Adobe and now Microsoft to change their strategies to get through it. We may see a resurgence of Flash and Silverlight like plugins on mobile browsers but not for years.
The only real place we see Silverlight is over at Netflix (maybe they will go html5 video or Flash video) and on Microsoft shop client apps. It appears with no support from Microsoft it will fall out of favor faster. Microsoft developers are usually forced to go with what Microsoft is recommending as much of it is sold through a business channel rather than developers now. It is good html5 and standards will be more prevalent in that ecosystem as long as they don’t start marginalizing it to proprietary elements. But if you step back and see the rumors a week ago that Microsoft might be interested in Adobe, the mobile surge and strategy shifts at Microsoft, it seems to send out a clarion call that Silverlight is over or the credits are about to roll.
The mobile surge, standards, native, hardware acceleration and cross platform aims of current market leaders, we have the new game, again. It doesn’t appear like Silverlight was, or will be, a success.
It’s about time. Here at drawlogic we have been pushing hardware acceleration in Flash as it died in Adobe’s Director product that is all but history. Director was horribly not useful as a programming tool but Flash and AS3 have become a great environment, the only thing missing was getting past software rendering limitations to use hardware acceleration that have been made more apparent by mobile devices which are like late 90′s early 00′s computers.
With Flash gaming being so huge and competitors like Unity it is surprising it took this long but it seems Flash and AIR development will be kicking up a notch in 2011 with hardware acceleration.
Adobe has finally delivered or will so in 2011 on this pressing need.
It’s a good thing ByteArray (Thibault Imbert – the man inside) got in there at Adobe he has been there delivering killer stuff and presents a video on Molehill on Adobe Labs showing this new tech.
“Molehill” is the code name for a new set of low-level, GPU-accelerated 3D APIs that will enable advanced 3D experiences across screens through the Adobe® Flash® Platform runtimes. These new low-level APIs will provide advanced 3D and 3D engine developers the flexibility to leverage GPU hardware acceleration for significant performance gains. Today, Adobe Flash Player 10.1, renders thousands of non z-buffered triangles at approximately 30 Hz. With the new 3D APIs, developers can expect hundreds of thousands of z-buffered triangles to be rendered at HD resolution in full screen at around 60 Hz. Using the new 3D APIs in Flash Player and AIR will make it possible to deliver sophisticated 3D experiences across almost every computer and device connected to the Internet.
Developers will be able to create content through the upcoming Flash Player beta program starting in the first half of 2011. To leverage the 3D features exposed in Flash Player during the beta period, developers will use Adobe Flash Builder™ or the Adobe Flex® SDK with an updated SWC exposing the required APIs.
More on the capabilities and rendering tech:
Developers were told to expect “hundreds of thousands of z-buffered triangles to be rendered at HD resolution in full screen at around 60 Hz” under the new APIs, compared to “thousands” of un-z-buffered, 30Hz triangles under the current Flash Player 10.1.
The acceleration will rely on DirectX 9 standards on Windows, OpenGL ES 1.3 on Macs and OpenGL ES 2.0 on mobile platforms, and potentially puts Flash more directly into competition with 3D-centric web game engines such as Unity.
We are very excited about this development and what it means to Unity, WebGL and other technologies that have filled the gap. With Adobe making this change and recent tool support for html5 it seems the old Macromedia innovative spirit has been awoken. I only wish it could have kicked into high gear in 2007-2008 when mobile made native and hardware acceleration necessary again and probably for good.
As we learn more and get our hands on it we will be posting much more on ‘Molehill’.
Apple’s official statement on this topic.
Well good news, after the massive frenzy of 3.3.1 in the App Store Terms of Service, Apple has been wise to loosen restrictions on the AppStore for native apps that use scripting such as Mono, Actionscript, Lua and others as long as it doesn’t download any code (for security reasons). The apps have to be AOT Ahead of Time compiled which Unity, MonoTouch and the AIR iPhone Packager for Flash apps all use or the script has to be downloaded with the binary that was approved or an update (Lua scripting for instance).
This is a huge change in stance for Apple and basically allows Adobe Flash based AIR apps to run on the device natively again. I think this is a very wise decision by Apple to let the market decide on what is a quality app while respecting Apple’s concerns about downloading and running code that might create security concerns (non compiled script outside the web sandbox).
The only bummer is that we won’t see a C++ Unity version which was plan b. But the benefits are really great for all types of developers as long as it is safe and with Apple’s latest update, quality.
Developers using Unity, MonoTouch, Adobe Flash AIR Packager, Lua scripters etc are now all safe as long as it is AOT compiled and scripts it uses are downloaded with the binary and not downloaded later (only content and data can be downloaded unless it is in an approved app update).
All your technologies are safe… for now.. dun dun dun…
However Apple also tightened quality control so they will be rejecting bad or duplicate apps, so at the same time this has made it harder to get apps approved if there is questionable quality or too many of one type of app. It is good on the surface but also I believe the store should be an open market where the best app wins, crap will naturally filter out. This is probably a stop-gap for all the apps that will be submitted with AIR or other less complex platforms because more novice users will be submitting them. So this is good for skilled developers on any platform making quality and original content. But it could cause some problems.
Engadget has some nice covereage if you dont’ have access to the iOS developer site:
Director 11.5 was quietly released last week at GDC with a few nice upgrades.
- The sound library is updated to Dolby surround 5.1.
- Director 11 now supports ByteArray and binary data handling.
- It also states support for Flash 9 swfs. Previously Director 11 did not work well/atall with AS3/Flash 9 swfs which made it nearly useless.
- Streaming support for audio and video with RTMP (red5, flash media server, etc)
- Updated video support
- Bitmap and audio filters for video
I still think Director is on decline unless they open up the development platform, lose Lingo and allow a real IDE to develop with. So frustrating being restrained to that IDE that is not very flexible and cumbersome to extend and code in when you compare it with cutting edge IDEs like Unity3D or open source flash IDEs like FlashDevelop. It has been completely removed from our workflow for some time due to new Flash 2.5D engines such as papervision 3d, away 3d and sandy or for more immersive hardware rendered 3d, unity3d.
|Adobe Director version comparison chart|
|Product features||Director 11.5||Director 11||Director MX 2004|
|Support for 5.1 surround sound||Yes||No||No|
|Real-time audio mixing||Yes||No||No|
|Audio effects and DSP filters||Yes||No||No|
|H.264 MPEG-4, FLV, and F4V video support||Yes||No||No|
|Streaming support for audio and video with RTMP||Yes||No||No|
|Ability to apply audio filters on a video||Yes||No||No|
|Ability to apply bitmap filters on a video||Yes||No||No|
|Google SketchUp file import||Yes||No||No|
|Enhanced physics engine with support for dynamic concave rigid bodies||Yes||No||No|
|ByteArray datatype for binary data handling||Yes||No||No|
|Multiple undo/redo for text editors||Yes||No||No|
|Text rendering and performance optimization||Yes||No||No|
|Cross-domain policy support for Adobe Shockwave® Player||Yes||No||No|
|Mac OS X Leopard support||Yes||No||No|
|Microsoft DirectX 9 support||Yes||Yes||No|
|Advanced physics engine with included NVIDIA® PhysX™ support||Yes||Yes||No|
|Microsoft® Windows Vista® support||Yes||Yes||No|
|Support for Intel® based Macs||Yes||Yes||No|
|Cross-platform projector publishing||Yes||Yes||Yes|
|Web publishing with Adobe Shockwave Player||Yes||Yes||Yes|
|Support for more than 40 video, audio, and image file formats, including SWF||Yes||Yes||Yes|