Posts Tagged ‘EFFECTS’

Thursday, April 30th, 2009

The ARToolkit has been ported to be used with Processing.

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.

The Simple ARToolKit Library for Processing (PC) is just a basic port of single marker AR support and it currently only runs on windows.

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.

*mute the sound*

ARToolkit for processing tests from den ivanov on Vimeo.

Sunday, March 22nd, 2009

Here is a video with more information on Silverlight 3 Beta features that are matches of the latest Flash killer features in pixel shaders, 3d planes (ability to create pseudo-3d engines like papervision3d), local saving, pixel operations/bitmap handling, local messaging (silverlight to silverlight – like localconnection), out of browser desktop running ability of SL3, SEO and search indexing capabilities / deep linking navigation and more.

Video of the features of SL3 Beta, Demos, at a Slow Pace from #mix09
Get Microsoft Silverlight

A few points after the video and taking a tour of the features.

The pixel shaders are written in HLSL (shader 2), however they are compiled to byte code and do not currently use the gpu for rendering. While the pixel shaders are very cool and the language to write them is standard pretty much for shaders in HLSL shader model 2 DirectX-based (the other is GLSL OpenGL based) they have not allowed this byte code to run on the GPU… yet. Here Flash and Pixel Bender actually are ahead there.

Although there are 3d planes which is very exciting, no good pseudo 3d engine exists yet matching the 3 in flash (papervision3d, away3d, sandy). When SL3 comes out I am sure we will see a few emerge or build them ourselves because this iteration of SL3 looks pretty fun.

Pixel based operations will be a huge advancement much like it was in earlier flash versions as it adds some demo scene type abilities and experiments with pixels that are fun.  This also lends to doing cool things like shaders, effects, AR, face recognition, motion detection etc.

Effects like Blur and Drop shadow are good and the ability to add custom ones, great. However currently they are pretty performance intensive.  They are also in Flash but there needs to be some refinement in SL3 effects before launch.

Desktop runnable apps in out of browser will be nice and this is a direct compete with Adobe AIR which was a surprise.

Local Communication supports desktop to browser communication.

Isolated storage (similar to shared objects) supports 1MB in browser, 25MB out of browser defaults.

This version of silverlight is really a 1.0 version as typical with most software.  Version 2 or version 3 is usually what the initial design goals pan out.  Much like the latest unity3d version (2.5) that has windows support and the iPhone SDK 3.0 that both came out this week, even actionscript 3 compared to earlier versions, these toolkits are finally iterated enough that they are really solid platforms for building cool stuff on and become platforms.  The next version of all these could be very, very dangerous.

Huge missing features:

Although there are some great features in SL3 beta, it is still not done and it is still missing some key components that Flash has which make it very attractive in the interactive space.

  • Camera and Microphone support - Macromedia hired one of the smartest dudes around in Jeremy Allaire back in flash 6 days to help add support for Flash Communication Server (Flash Media Server now) Camer and Microphone support.  One of the best R&D periods at Macromedia. SL needs this soon.
  • Printing support – what was long a problem in Flash is so in SL, there is no good printing support
  • No GPU usage for Pixel Effects/Shaders – (neither flash nor silverlight support hardware accelerated shaders in PixelEffects/Pixelbender – Pixel Effects/Shaders need GPU support (see Kevin Goldsmith’s article on GPU mixed with CPU and how this may or may not be good. However processors are speeding up and multi-core helps software rendering, the quality of GPU is well beyond what software rendering can deliver for a few years to come at least while architecture advances, probably more like 5-10 years.
  • No UDP plans yet - Adobe has RTMFP, SL sockets has no public plans for adding UDP that I have seen
  • No Alpha Channel in Video - You can do this with a shader though but not supported by default.

Silverlight 3 Video

Flash has the upperhand in video and probably will still even though SL3 has H.264.  Flash added this at the same time and though they still have FLV which revolutionized web video they are now much broader in support in video than SL3.  Silverlight has H.264 and VC1 support (their own FLV like codec).  Still pretty cool a couple years ago there was no HD on the web now everyone has it in H.264 video support.

Currently nothing innovative, mainly catchup still, but here are some options

Silverlight 3 beta and the video below the features and highlights will look very similar to flash and flash community advancements over the last couple years.  There is no innovation just yet.

But where that could happen is in socket support with UDP. Flash has moved on this in RTMFP and the beginning of larger scale networking support with UDP with samples like stratus.  This is a huge differentiating feature for what I think will be game changer on the web (it already is on desktop mmos) in real-time or closer to real-time support for larger sets of users in online games like MMOs or virtual communities, even tools to make request based real-time sites like micro-blogging faster and able to handle more users (right now it is very linear if users get many followers, UDP will allow a better distributed framework for messaging).

Local Storage

Silverlight and Unity3D all need this, Flash could use better support for this.  Local saving of a files for cache beyond the internet cache and greater than the 1MB/25MB limits of SL3 IsolatedStorage.  This is an issue when you are making large scale games in that you need to save lots of assets to a client but to make it economical you want ot save more than the default internet cache amount. Flash Shared Object (Local) allow you to do this somewhat but it would be great to have a way to just download files for cache (upon user agreement) to store assets in bulk of allowable types (images, video, models, bundles) to the file system.

Hardware rendering for 3d support and UDP support will put Flash and SL3 on par with the killer Unity3D kit for making online web games and other activex/plugins like instantaction that allow you to do these things already.

The one thing SL has over Flash

Flash and Flex are great. But there is this massive division in the community and marketing of Flash. Silverlight is entirely unified and this has much to do with starting clean at a time that interactive development is heading more into a technology and developers control. Flash and Flex need to bring it together. AS3 has been out long enough that the people with skills have hopped on and taken it to a new level, mainly from programmers. If Adobe created a version of Flash that was a new IDE and consolidated Flex and Flash into just Flash, made the IDE as powerful as FDT or FlashDevelop3 there could be hope to bring the platform together. I understand they had to work it in slowly because it was a designers platform really (even though coders still pushed the limits in games and apps built on it) so they had to tip toe carefully on this to not alienate people. But now I think the division is a serious problem with the platform and must be addressed, noone expected Silverlight to be this quick on at least SL3 features. And even though the initial approach might have been bad as SL1 was a huge letdown, Microsoft does not give up and you can see in the XBOX360 and DirectX that they are very pursuant. DirectX really didn’t become huge until version 7 so these guys won’t relent.

I am not a huge fan of using the proprietary tools. Even in Flash I use as much open source as I can even though the player is locked, but Moonlight is something that trails Silverlight development and is a very unique thing in both open source and cross platform/multiplatform development. It is a clear relationship and aims to make Silverlight run on multiplatform mono including Linux. This could win out in the end who knows.

Futures

Great iterations of software happened this week in the latest unity3d version (2.5) that has windows support and the iPhone SDK 3.0 and now SL3 is quite a surprise in feature set.

I have been really busy this week just delving into all them and hope to start making more cool and useful projects in them.  The best part is right now is great to be an interactive or game developer as all major software companies and markets are focused on retaining good developers.  I don’t’ recall a time other than the beginning the the web virtual land rush that has so many options and markets that skilled developers and designers can choose from.  Good times.

Tuesday, August 5th, 2008

Here are some really stylish and well done uses of Papervision 3D to make fun games. The people at Bloc recently launched Meta4orce, a unique interactive sci-fi TV show site with some great and numerous uses of papervision 3d.  My favorite is the tron like style and the tower defense game called shock to the system.

Shock to the system

Mako User Interface

Deadsphere Pt. I

and many more check them out at Iain Lobb.

Friday, March 28th, 2008

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?