Flash / AdobeAIR cross-platform inspiration:
Patrick Roger Sculpteur Gallery
Patrick Roger present in this virtual gallery all his works published in quadruplicate, and proves that the taste and form are inseparable and can be the same way to the art, provided you have some talent and a lot of conviction!
- all the contents are managed by Drupal
- the full-Flash version get its contents from Drupal
- the air application’s content are generated in JSON from Drupal
- all the picture are converted in ATF thanks to a custom Drupal image profile
- the web navigation works as any website, when you click on an item, you can see the url changing and use your back-forward browser buttons.
- an HTML version is available for people and devices who don’t have Flash installed. The urls are shared.
- a 3D sculpture has been scanned thanks to photogrammetry technique. The interest of this technique is that you get the 3D model and the texture at the same time.
TOOLS AND PACKAGING
- we develop with intelliJ Idea
- the projects are “maven inside”
- Jenkins, a continuous integration system builds the applications each time developers commit anything. It builds the swf (web version), the apk and the ipa. It also builds the contents asking to Drupal the last contents (JSON and ATFs), packaging it into a zip file beside the Android and IOS version
MovieClips have been the stalwart workhorse of Flash since the very earliest days of ActionScript, so I’ll skip the details and gushing adoration and instead move on to some of the shortcomings:
- MovieClips only play forward from the current frame. When building out animations without extra MovieClip functionality, playing animations backwards — a character in a game reversing, for example –requires a whole new timeline with the animation reversed. This produces a little extra memory overhead, even if symbols are re-used, but more importantly makes cross-linking the “forward” and “backward” clips challenging. For example, if a character is in a specific position on frame 5 of a “forward” animation, that frame might appear in frame 45 of the “backward” animation.
- MovieClips only play at the global frame rate. Effectively, your game character can only run at one speed unless you include other MovieClips and then match them up, as best as possible, to the target speed.
- MovieClips play holistically. When you play them, you must monitor their current frame if you want to stop at a specific point otherwise they’ll play all the way through. If you want to do this backwards, that’s even more work. If you want to play at a specific rate, ditto.
- MovieClips have no triggers. If you want to know if frame 5 (or some label) has been reached, for example, you once again need to monitor the clip. Setting up multiple playback monitors is a bit of a pain.
So you can now probably guess what SwagMovieClip does.
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— focalpress (@focalpress)April 9, 2014
- Roadmap Update - Chris Campbell
- Starling 2.0 - Daniel Sperl
- Feathers - Josh Tynjala
- What’s new in Genome2D - Peter Shtif Stefcek
- The tech behind RoboBlastPlanet - Javier Abud
- Extending Starling Builder - Johann Huang
Augmented Reality (Stage3D):
Away3D 4 + AwayPhysics + ASFEAT