It was a really amazing online meeting, filled up by a lot of experience and useful content. Thank to all of you guys for the amazing year of 2013. With your help, we’ve created the strongest Stage3D community with a lot of experts( 1286 people :D ) and seven online meetings. so, if you are flash-developer, please, don’t forget to join us.
“Zest3D – New API Overview and Public Beta” – Gary Paluk
“Genome2D – 2.0 and what is coming” – Peter “shtif” Stefcek
We are done with the 6th Flash Online Conference. It was really interesting content mix. We’ve learned a lot about Citrus and Rave AI engines, Uber-shaders in GLSL, Particle System in Genome2D Engine, cool TypeScript language introduction for as3 flash-developers and all about the physics in games.
Aymeric Lamboley “Citrus Engine, from zero to ninja”
Jean-Marc Le Roux “Minko: targeting Flash/Stage3D with C++ and GLSL”
Peter “shtif” Stefcek “Genome2D: Advanced particle systems”
Gary Paluk and Karim Beyrouti “Away3D TypeScript”
Ariel Nehmad “A different approach for handling physics and collision detection in games”
From Stage3D development on the desktop with Flash Player, to cross-platform mobile development with Adobe AIR, Adobe is shaping Flash to be the console of the web. Do you know about Stage3D (for GPU acceleration) and the frameworks supported by Adobe for game development? Have you heard about Project Monocle? Which will revolutionize the way developers profile Flash content. Have you seen the Epic Unreal engine run in Flash? Join Thibault in this session to learn more about the projects the Gaming team at Adobe is working on.
3D computer graphics have existed for decades, and these days are almost an accepted ability of any digital platform — from phone to tablet, laptop to desktop pc. Even with the vast amount of power in today’s generation of devices, there has always been some upper limit to work around, made all the more complex by the breadth of GPU processors in circulation. In the multi-platform world of today, consistency is the new holy grail — the ability to maintain a quality of performance across many different devices. In this session, Rob explores some of the tricks of the trade that can help release the 3D developer from their never-ending battle between performance and quality.
Anastasios Katopodis is Senior Producer at Rovio: How many times do you need to fail before you hit a successful title? What was the design focus behind the original Angry Birds title? What are the production ingredients for successfully crossing the finish line? In this presentation we talk about the challenges of realising a great idea and taking it from the prototyping phase to the AppStores and the web. The success story of Rovio from the original Angry Birds title all the way to Angry Birds Star Wars.