Posts Tagged ‘ENGINE’

Pre-GDC: Unity Announces 3.0 Platform, Support For PS3, iPad, And Android

Tuesday, March 9th, 2010

Unity is showing no signs of slowing down in making a consolidated, easy pipeline for game developers and creators to bring their wares to the masses on the top platforms. Already Unity 3D is the best 3d web browser plugin at the current time with export paths to web, desktop (mac and PC), iPhone/touch and Wii. But now we will see support for PS3, iPad (obvious as it is a iPhone/touch) and Android (most likely with the help of the C++ NDK rather than the Java SDK).  XBOX 360 support was announced last year.

This is pretty huge even for such a small and innovative company. I guess it means it will be time to buy an upgrade soon. Unity so far has been giving feature after feature for free for current license holders, this one seems big enough to justify a major version increase.

Gamasutra comments on other great features:

This third iteration will also incorporate Umbra Software’s occlusion culling product, which is designed help performance for games with large, open scenes and complex geometry. The platform’s top-end version, Unity Pro, will include both Umbra and Beast at no additional cost.

Unity Technologies updated its Unity iPhone for version 3.0 to include streaming audio support for smaller build size, Bluetooth multiplayer support, faster in-game GUIs”, and a 2D sprite engine. Furthermore, the company’s iPhone product will offer performance improvements that promise to provide faster frame rates.

The company says that with its new platform support for PlayStation 3, iPad, and Android, it offers developers an opportunity to target a larger install base than any other game engine. Unity’s game engine currently can produce games for Windows, Mac, iPhone, and Wii, with support for Xbox 360 announced last October.

Balder: Silverlight 3D Engine

Friday, February 12th, 2010

Balder was one of the first 3d prototype engines in Silverlight and it has evolved quite nicely.  Balder by Einar Ingebrigtsen is described as a “Managed GameEngine with both 2D and 3D support targetting Silverlight, Xna and OpenGL.”

The sample browser will show you what Balder is capable of and it has come pretty far since the first version showing a wireframe teapot.

You know you’ve made it as a 3D engine when there are Augmented Reality apps for it.

Here’s a glance at what some of the C# source looks like for a feel of the engine code from the Silverlight4 TestApp:

using Balder.Core.Execution;
using Balder.Core.Objects.Geometries;
using System;
using Balder.Core.Lighting;
using Balder.Core;
using Colors=System.Windows.Media.Colors;

namespace Balder.Silverlight4.TestApp
{
    public class MyGame : Game
    {
        public override void OnInitialize()
        {

            Camera.Position.X = 0;
            Camera.Position.Y = 0;
            Camera.Position.Z = -80;

            var light = new OmniLight();
            light.Diffuse = Color.FromSystemColor(Colors.Green);
            light.Ambient = Color.FromSystemColor(Colors.Green);
            light.Specular = Color.FromSystemColor(Colors.White);
            light.Position.X = 0;
            light.Position.Y = 0;
            light.Position.Z = -130;

            Scene.AddNode(light);

            base.OnInitialize();
        }

        public override void OnLoadContent()
        {
            var teapot = ContentManager.Load("teapot.ase");
            Scene.AddNode(teapot);
            base.OnLoadContent();
        }

        private double _sin;

        public override void OnUpdate()
        {

            Camera.Position.X = (float)(Math.Sin(_sin)*80);
            Camera.Position.Y = 0;
            Camera.Position.Z = (float)(Math.Cos(_sin) * 80);

            _sin += 0.05;
            base.OnUpdate();
        }

    }
}

Haxe Sandy Ability to Generate a 3D Javascript Engine Port of Sandy for Canvas

Thursday, July 16th, 2009

Haxe Sandy is a version of Sandy that can export to an experimental Javascript 3D engine taking advantage of the <canvas> element. There are some great demos that run smoothly in canvas capable browsers and very smooth in Chrome.

Demos of Haxe Sandy:

Sandy was actually the first open source 3d engine in flash, maybe this will be a trend building in haXe for export to flash and javascript?  It certainly looks like a great start and would make a very nice platform for 3d on the web allowing Sandy or other flash libraries to run in Flash and Javascript by writing in an abstraction platform like haXe. Other libraries like Motor2, Physaxe, haxe3D, PureMVC and more have haXe versions. Still very experimental but a possible need when Flash and canvas are both in the market in the future.  Right now it is still all Flash.

[ via Matthew Casperson at devmaster.net ]

V8-GL, Hardware Accelerated Desktop Apps with OpenGL in Javascript

Sunday, June 21st, 2009

This is a very cool project called V8-GL.  It is an OpenGL engine with 80% of the API converted to run on the V8 Javascript engine, the same engine that runs Google Chrome.

This is exciting as more productive languages like Javascript get speed boosts from engines like V8 and are capable of manipulating more complex systems like OpenGL.  Google is also pursing this in the browser with O3D with javascript manipulation of hardware rendering.  Also, a Google funded project called Unladen Swallow is converting Python to the LLVM virtual machine, so that it can have increasing speeds to compete with gcc speeds.

Making things easier to produce and control with more simplified and minimal languages like Javascript, Python and Actionscript etc that control more complex systems, that typically you would need to invest more time in such as a platform on C++ is the goal. V8-GL has this goal in mind.

V8-GL from the author states:

V8-GL intends to provide a high-level JavaScript API for creating 2D/3D hardware accelerated desktop graphics.

In other words, you can hack some JavaScript code that opens a desktop window and renders some 3D hardware accelerated graphics. Bindings are made using the V8 JavaScript engine.

Flash 3D Engine Yogurt3D based on OpenGL

Thursday, April 30th, 2009

Yogurt3D flash based 3d engine appeared recently and is another flash based 3d engine which is based on OpenGL called SwiftGL and is stated as open source.

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.

AS3 JiglibFlash Example with MouseConstraint in Papervision 3D

Thursday, April 23rd, 2009

@bartek from everydayflash.com is an amazing 3d flash designer and developer.  The latest from everydayflash is a sample using MouseConstraint in JiglibFlash the 3d physics engine for all major flash 3d engines.

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.

Great work JiglibFlash team!

ODE (Open Dynamics Engine) 3D Physics Engine Running on Flash Player Using Alchemy

Saturday, February 28th, 2009

Alchemy is going to shake things up a bit.  As witnessed before from Quake running in flash and now ODE compiled to run in flash using Alchemy (LLVM based). It is an early test but shows what could be possible.

Mihai Pricope has a post with sources on how he got the ODE (Open Dynamics Engine) a great open source physics engine for 3D, running on the AVM2 Flash Player virtual machine.

I’ve took Alchemy for a test and decided to compile ODE (Open Dynamic Engine). Just to add yet another physics engine to the Flash World. It was a hell of a ride but I finally got to produce some bouncing balls :) . For a still unknown reason some as 3d libraries have been very slow to render 6 translucent walls and 2 balls. Papervision3D seems to move quite decent.

You can download the ode sources from here. To recompile them do (you need to have the Alchemy environment turned on):

Flash 10 will become mainstream shortly and with that the possibilities of using Alchemy in your projects is becoming a reality for production.  But what specifically can you do with Alchemy, a project that helps to compile C/C++ code into AVM2 capable files?

Alchemy described from Adobe:

With Alchemy, Web application developers can now reuse hundreds of millions of lines of existing open source C and C++ client or server-side code on the Flash Platform.  Alchemy brings the power of high performance C and C++ libraries to Web applications with minimal degradation on AVM2.  The C/C++ code is compiled to ActionScript 3.0 as a SWF or SWC that runs on Adobe Flash Player 10 or Adobe AIR 1.5.

Alchemy is based on the LLVM Low Level Virtual Machine that allows new levels of code translation.  Maybe this can lead to more effective and performing code to run on the iPhone with flash player 10. Or some type of system that allows flash developers to code in AS3 or take projects and get them ready to run on the iPhone much like some of the Java to Cocoa compilation systems and Unity3D using mono to compile down to iPhone capable code.

Mini Javascript Version of Papervision3D-like Engine with Canvas (Pseudo 3d with 2d)

Wednesday, February 18th, 2009

Looks like it is a javascript day here at *drawlogic.  Here is an interesting example with some demos of a javascript and canvas based pseudo 3d engine. Anything this cool you know it has to be from Japan.
Also of note, it has been rumored that Silverlight 3 will have fully hardware accelerated 3d and canvas and javascript engines are getting much faster with great demos like this.  Adobe needs to leap into hardware acceleration for flash on a broader scale soon.

But I digress, this demo it appears, was inspired by Papervision3D due to the naming and the javascript reference of “parpevision.js“.  I wasn’t able to find much more information about this but it is very well done and this example even shows some environment mapping. It is not close to flash pseudo-3d engines like Papervision3D yet but at the rate of javascript engine development lately this could rival flash AVM2 in the next couple of years.

Demos

Code

Here is the code for the parpevision.js file and the mini engine, it is an MIT license. (more…)

AS3 New Tween Animation Engine Called gTween from Grant Skinner

Tuesday, August 19th, 2008

There is another new Tween engine from Grant Skinner called gTween, further demonstrating the fun in coding with AS3.  Frameworks and kits are duplicating much like the Python community because the language and platform are quite empowering.  Do we have too many Tween engines, maybe but be glad the flash community has this many and share, it only makes each iteration better.

Additional Features

gTween has a lot of additional features. I’m not going to write about all of them, but here are a few:

  • autoHide, sets the target’s visible to false when the tweened alpha is 0
  • autoReverse, reverses the tween when it ends (and plays it backwards if autoPlay is true).
  • smartRotate, rotates in shortest direction
  • supports using setSize for tweening height and width on components
  • support for updating properties like matrix and colorTransform automatically during a tween.
  • jump to any point in a tween by setting position.
  • loop a tween by setting nextTween equal to the same tween.
  • determine the state of a tween with the state and paused properties.

Download (Beta 1)

To access the API documentation, and download the latest build of GTween, visit the GTween page at gskinner.com/libraries/gtween/.

Here is a list of all open AS3 Tweening engines and base kits

AS3 3D Engine Alternativa Platform Officially Launches

Sunday, June 1st, 2008

The Alternativa Platform has officially launched. It is a 3d engine for Flash/AS3. It has been announced on their blog today and this is an exciting development for 3d in flash, especially if you are a game developer or game company.

They have offered it free for non-commercial use in the form of SWC files. It is well oganized and lots more good stuff to come it seems in the GUI and some information on setting up the gaming platform on the server as well. It looks to be a complete package.

This is not an open source release but the Alternativa Platform is an extremely well done and amazing looking engine. It has configurations for 3d and isometric 3d.

Here is a shot from the engine.

Sputnik has been launched!

Here are all the classes in the package (SWC):

All Classes

Alternativa3DLabel
Alternativa3DVersion
BitmapUtils
Box
Camera3D
CameraController
ColorUtils
Cone
Engine3DError
Face
FaceExistsError
FaceNeedMoreVerticesError
FaceNotFoundError
FillMaterial
FPS
GeoPlane
GeoSphere
InvalidIDError
KeyboardUtils
Loader3DS
Map
Material
MathUtils
Matrix3D
Mesh
MeshUtils
MouseUtils
Object3D
Object3DHierarchyError
Object3DNotFoundError
ObjectExistsError
ObjectNotFoundError
ObjectUtils
Plane
Point3D
Scene3D
Set
Sphere
Surface
SurfaceExistsError
SurfaceMaterial
SurfaceNotFoundError
Texture
TextureMaterial
TextureMaterialPrecision
TextUtils
Vertex
VertexExistsError
VertexNotFoundError
View
WireMaterial

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