Posts Tagged ‘FLEX’

Sunday, September 28th, 2008

Flash 10 security changes requiring user interaction are pretty breaking but they are for good reason.  Still though, the user could be inundated with prompts much like UAC on Vista. But, it is necessary otherwise security holes can be troublesome with the flash player and the “sandbox” of the web.  Much like Java signing, Active-X acceptance, and thus local file access, these actions need some user approval, it is that liability thing.

But what is a bit lost in this is some of the new support specifically for game development and app development.

Support for things like RTMFP which is bringing UDP support to flash.  UDP and reliable UDP (ordered) is really needed when it comes to larger scale networking applications and support for p2p apps.  Games for instance, that are large like MMOs and highly interactive real-time engines, need UDP to be able to scale.  So this is pretty useful, yet it currently looks like it is tied to Flash Media Server.  It appears Adobe is staying ahead of SmartFox, Red5 and OpenFMS with stuff like this.

Another great move in the way of security updates for Flash 10 for games is the allowing input from keyboard keys while in full screen mode. All these games and apps look pretty sweet in full screen until you try to use them.  There is only support for “Tab, the Spacebar, and the (up, down, left, right) arrow keys” but that is a start.  Enough keys for a casual game.  But still most keys could safely be used it must be a multi-platform support thing.

Limited full-screen keyboard input

Currently Flash Player does not allow keyboard input when displaying content in full-screen mode. Flash Player 10 beta will change this, allowing for a limited number of keys to be usable in full-screen mode. These include Tab, the Spacebar, and the (up, down, left, right) arrow keys.

Flash 10 is getting local save and load, this is great for any type of online editor, game or application. The ability to work on a file immediately without the server round trip initially is great.  I hope this is extended much further to local save and load with very high limits, there has been some confusion on the file size limitations here. Ideally this would be extended much further if the product direction is right. Typically making apps or games with more than 5-25MB of content quickly become non-economical in bandwidth such as gaming assets due to browser cache size limitations (defaults IE=50MB, Safari 5-25MB, FF3=50MB), I wish there was a better way to allow local saving for long periods of time.  Almost installing apps via flash with extended cache, talk about killer app feature. Downloading 10 MB of gaming assets that you know will be there for the month rather than the day.

Paste events can read the clipboard.  Using the clipboard is another great useful tool in applications and online editors.

Data can be read from the Clipboard inside a paste event handler

In Flash Player 9, the system Clipboard could not be read at any time. With Flash Player 10 beta, the new ActionScript 3.0 method Clipboard.generalClipboard.getData() may be used to read the contents of the system Clipboard, but only when it is called from within an event handler processing a flash.events.Event.PASTE event.

So yes, the security user interaction changes do break current features but it also takes this platform a bit more into secure applications and game features from security changes, hopefully these features are extended much further but they are on the right track.

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.

Saturday, July 26th, 2008

Roxik has a 3d physics engine of his own. This is the same dude that did the well done pictaps site.

Looks like he also recently added an engine for cloth.

Also the bones demo is pretty sweet

Wednesday, July 2nd, 2008

It was announced that Flash content and SWF files are now searchable by Google and Yahoo searching crawlers.  This has yet to be really tested but it is good news that flash sites with textual content will be able to be searched like normal websites.  This knocks down a bit the “black box” approach to content when it is in flash rather than a HTML/XHTML based website.

Google has been developing a new algorithm for indexing textual content in Flash files of all kinds, from Flash menus, buttons and banners, to self-contained Flash websites. Recently, we’ve improved the performance of this Flash indexing algorithm by integrating Adobe’s Flash Player technology.

In the past, web designers faced challenges if they chose to develop a site in Flash because the content they included was not indexable by search engines. They needed to make extra effort to ensure that their content was also presented in another way that search engines could find.

Now that we’ve launched our Flash indexing algorithm, web designers can expect improved visibility of their published Flash content, and you can expect to see better search results and snippets. There’s more info on the Webmaster Central blog about the Searchable SWF integration.

I imagine that it is still more difficult to index flash content and this opens questions as to what is searched and how as content can be loaded in dynamically and some content might be overly verbose that should not be indexed such as code.  Also, the placement of text matters on a regular website so I imagine that it also matters according to what content is in a flash SWF file.

It will be interesting to hear how this evolves but as of right now it is good news that content in flash is searchable.  The format is now open and this is probably why the capability is now possible as there aren’t any fees to using the format.  So expect more accessibiliy from flash as time goes on like this.

Wednesday, June 11th, 2008

Ever wanted to geocode in 3d with flex and AS3Mark Walters added a great simplified approach to this on the EDGE Adobe site that helps get you started.  It uses Yahoo maps to get the lat/long and then has a globe that you can add markers onto.

Some other great uses of 3d and interface are here, link roundup:

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
Monday, May 26th, 2008

Tink posted a great library manager for using external assets in your flash projects. When you start getting deep in projects you end up either having to roll your own that might end up being project specific, or you can just grab this from Tink and it is nice and standardized now for you.

Here’s and example of our Library & LibraryManager classes that we use in some of our Flex and AS 3.0 projects to manage our external assets stored in SWF’s.

The classes enabled you to create multiple libraries of embedded (retaining and giving access to code) or loaded SWF’s.

You can create instance of Library wherever you want, but you can also create them through the LibraryManager giving you a single class to gain access to all your Library instances.

As you develop more and more flash/flex projects with AS3 these types of utilities come in handy. Another that comes to mind is Arthur Debert’s BulkLoader and polygonal labs Data Structures for Game Developers that are all great kits.

Add Tink’s Library and LibraryManager to your arsenal today! Thanks Tink.

Tuesday, April 22nd, 2008

Thursday, April 17th, 2008

This will blow you away. Found first via mrdoob (with quantum rss reading capability, before the message is concieved mrdoob is there).

Alternativa Platform, previously Alternativa Game, launched their Alternativa Platform milestone 1 and really one demo would have been enough but there are some great demos there that literally put them what appears a couple laps up on the 3d FPS style engine in Flash.

The engine is highly optimized and smooth, heavy on the processor, but using the ‘t’ key you can see some nice revealing triangle rendering. Also, playing with the field of view adds for some nice game effects. (try jumping on the fans in the half-life like room in the first demo)

Check the textures

See the Matrix

Get superpowers

From Above, Isometric

Here is what is to come from the platform:

Congrats to the Russian based Alternativa Platform, the world is watching.

Friday, April 11th, 2008

Jono is giving SWFZ to science and the open source devices.

The SWFZ engine is one Flash 3D engine that took a different approach. It is a bit early in its technique used but the author at custom:media Jono has decided to float the source code out there in ghost mode (no active development but not dead). It is just ready to branch and others to run with it. He is floating the source but I think in 1-2 years this will be the preferred method if processors and multicore parallel usage is optimized. We shall see.

The implementation method and difference with SWFZ engine in Flash for 3d is that is is a pixel based renderer or scanline. It is based on a really fun game engine called Irrlicht which has been pretty active for the last few years but is a C++ DirectX and OpenGL engine. Since SWFZ has to run in Flash and it is a pixel renderer/scanline it has some limitations currently in Flash. Games and renders have to be fast to pull this off and Flash is limited by the software renderer but as computers get multiple processors and flash player gets better at this then this will be a viable option (it is the same thing that limits Canvas based renderers right now). One main problem with this is you can’t go too full screen the biggest sizes that perform well are smaller windows 320×240 etc. But if the processors can handle it it is actually more efficient when it removes overlap, extra triangle drawing and painters algorithm like problems dont’ pop up (triangle overlap when on same plane). This method draws pixel by pixel but fast enough flash engines like Papervision, Sandy3D and Away3D draw overlaps due to the drawing technique, back to front.

But SWFZ still manages to pull off some amazing feats such as these demos

Quake Demo

Terrain Demo

Yoshis Hip Hop Couzin

Jono has put some great classes into SWFZ engine such as bsp parsers, quake md2 parsers, animated mesh, and lots of great examples in porting C++ Irrlicht to AS3. This was a very early example of how AS3 was fun for programmers to port stuff from C or C++ into Flash. AS3 is just fun. Also be sure to check the site for more samples like an FPS game, some basic ai etc.

Jono has been working on 3d in Flash for a while and actually this message is what shows the difference betweeen this approach and other flash engines the way Papervision, Sandy and Away3D (pv3d derivative) make 3d in flash fast enough (Painter’s Algorithm and drawing skewed movieclips and textures.

Demos

More about the Engine Some Notes

The SWFZ engine.

Overview:

SWFZ engine is the result of four years of me messing with 3D in Flash.

I was a complete newbie to 3D, so a lot of learning has happened to get to here.

If you’re interested in 3D engines check out the resource links at the bottom of the page:

The Demo:

Model

  • .md2 format from ID’s Quake2.
  • Uses frame based animation
  • Textured with jpeg
  • No lighting, No Gouraud Shading, just plain texture

Skybox

  • Textures are just jpegs.

Boxes

  • Rendering – Textured Gouraud , Textured Gouraud with Alpha, Textured Gouraud with Quick Alpha, Gouraud Shaded, and the large box is just Textured.
  • Star Texture – Targa (.tga) file format.

AS3 classes

  • 171 classes and interfaces

Scene

  • No lighting
  • No collision detection

SWFZ engine technology:

The demo only shows a small part of the capabilities of the engine. In the coming weeks I will get www.custommedia.co.nz up and running and start to post more info then.

Currently implement stuff:

New file formats supported

  • .tga – Targa Image
  • .bmp – Bitmap Image
  • .3ds – 3D Studio Max
  • .bsp – Quake3 levels
  • .md2 – Quake2 models
  • .obj – Wavefront 3d object (static)
  • .zip – Read from a zip archive (all in Flash, no server side scripts)

3D Rendering

  • mipmaps
  • perspective correct texturing + affine texturing
  • Flat shading
  • Gouraud
  • Textured Gouraud
  • Textured Flat
  • Textured Two Layers
  • Gouraud Alpha
  • Textured Flat Alpha
  • Textured Gouraud Alpha

3D Scene

  • Billboards
  • Parent, Child scene nodes
  • OctTree
  • Skybox
  • Static Meshes
  • Animated Meshes
  • Basic collision detection
  • Scene node animators

If any code is useful to you maybe drop him a donation or what would be nice if this was all setup at google code and used to be integrated into other engines. Irrlicht ports are fun and there is a future in this method when processors catch up I think.