146 posts tagged lab
 
Flash Daily News:
Flare3D AGAL2 Online Demo & Source code

A few days ago we showed you some screenshots of a new demo that we made to show the power of the new AGAL2 features added in AIR/Flash 14 . Finally, we published the demo including full source code! The code is available in Github and with this demo we officially open Flare3D Labs! 
Web version (do not use Chrome Pepper version)
Source code
Blog post
Take this just as a base experiment to play with!, we’ll continue working on this, specially to better integrate it with the engine pipeline and build a proper workflow for it…right now is a bunch of nice and very fun custom rendering stuff but it already shows lots of possibilities, and having already available things like depth and normal buffers, just opens the door for a lot of really interesting effects.Even though I tried to add some bits of comments through the code, I know it may contain some pieces of rough math , so please, fell free to ask anything you want, or post FPS or suggestions, or anything BTW, for those who want to compile it for mobile, it already has the multitouch interface It requires FP14 on desktop, and AIR15 with -swf-version=26 on mobile.

Flare3D AGAL2 Online Demo & Source code

A few days ago we showed you some screenshots of a new demo that we made to show the power of the new AGAL2 features added in AIR/Flash 14 . Finally, we published the demo including full source code! The code is available in Github and with this demo we officially open Flare3D Labs! 

Take this just as a base experiment to play with!, we’ll continue working on this, specially to better integrate it with the engine pipeline and build a proper workflow for it…right now is a bunch of nice and very fun custom rendering stuff but it already shows lots of possibilities, and having already available things like depth and normal buffers, just opens the door for a lot of really interesting effects.

Even though I tried to add some bits of comments through the code, I know it may contain some pieces of rough math , so please, fell free to ask anything you want, or post FPS or suggestions, or anything 
BTW, for those who want to compile it for mobile, it already has the multitouch interface 

It requires FP14 on desktop, and AIR15 with -swf-version=26 on mobile.

ANE for displaying “Loading” status
From TheRabbitFlash:

Today I started my own labs. Will update when have a new content.
At this moment you can grab my newest Adobe Air native extension for iOS. Using it you can add screen overlay with spinning preloader.
There is no predefined sets of styles. You can customize it as you wish.
- Change background color using ARGB uint (0xFF 100% alpha, 0xFF 100% red and so on..)- Change spinner color using ARGB uint- Change spinner style. There is only two styles available
After show() call – Adobe Air will be blocked from any MouseEvent or TouchEvent. Call hide()for unblocking the same as for removing spinner from display.
Controller will be opened by 100% width and 100% height with centered spinner.

Related:
Video: Using native loading spinner in Adobe AIR

ANE for displaying “Loading” status

From TheRabbitFlash:

Today I started my own labs. Will update when have a new content.

At this moment you can grab my newest Adobe Air native extension for iOS. Using it you can add screen overlay with spinning preloader.

There is no predefined sets of styles. You can customize it as you wish.

- Change background color using ARGB uint (0xFF 100% alpha, 0xFF 100% red and so on..)
- Change spinner color using ARGB uint
- Change spinner style. There is only two styles available

After show() call – Adobe Air will be blocked from any MouseEvent or TouchEvent. Call hide()for unblocking the same as for removing spinner from display.

Controller will be opened by 100% width and 100% height with centered spinner.

Related:

Further Adventures in AGAL

Frame rate varies wildly. There are exactly 65536 polygons in this example, all being animated independently in groups of 16 (i.e. a single blade of barley). There are definitely more efficient ways, but it runs at 60fps on my laptop. I can see online its not quite so good. 

What kills performance here is not the shader, but the fact I’m reading in Perlin noise from a BitmapData animated in Flash for every cycle. I’m sure there’s a better way, but it’s late enough as it is…

Further Adventures in AGAL

Frame rate varies wildly. There are exactly 65536 polygons in this example, all being animated independently in groups of 16 (i.e. a single blade of barley). There are definitely more efficient ways, but it runs at 60fps on my laptop. I can see online its not quite so good. 
What kills performance here is not the shader, but the fact I’m reading in Perlin noise from a BitmapData animated in Flash for every cycle. I’m sure there’s a better way, but it’s late enough as it is…
Responsive Man
Note: Allow popup Allow popup ;-)

Responsive Man

Note: Allow popup Allow popup ;-)

Complete Roguelike Flash game in less than 2KB

The roguelike is a sub-genre of role-playing video games, characterized by random level generation, tile-based graphics and permanent death. Roguelikes descend from the 1980 game Rogue, particularly mirroring Rogue’s character- or sprite-based graphics, turn-based gameplay that gives the player the time to plan each move, and high fantasy setting

Complete Roguelike Flash game in less than 2KB

The roguelike is a sub-genre of role-playing video games, characterized by random level generation, tile-based graphics and permanent death. Roguelikes descend from the 1980 game Rogue, particularly mirroring Rogue’s character- or sprite-based graphics, turn-based gameplay that gives the player the time to plan each move, and high fantasy setting

Building a versatile engine in Stage3D

I was able to crank-up the number of quads all the way up in the 10000s (ten THOUSANDS, yes!) and eventually every quads disappears due to exceeding the allowed / max number of vertices in the vertex-buffers. So it seems like Adobe and Google worked closely together to improve the performance of the player *APPLAUSE* Well done!

Building a versatile engine in Stage3D

I was able to crank-up the number of quads all the way up in the 10000s (ten THOUSANDS, yes!) and eventually every quads disappears due to exceeding the allowed / max number of vertices in the vertex-buffers. So it seems like Adobe and Google worked closely together to improve the performance of the player *APPLAUSE* Well done!

Namide - Flash 3D world 
Description:

This world is an interactive experience. Namide tries to create a universe with an original navigation and graphic design. The inspiration comes from games and generative art.

Technical details:

This world is generated by algorithms (except for the 3D rabbit and the portrait rabbit): Thereby it is very light (<150ko) and the graphism is emergent.
The 3D engine used is Minko. For example, the 3D model of the ground is generated by a Perlin noise (you can see an example in this post) and the texture with a colored Perlin noise.
The shaders create a colored fog when the user is in the forest, and a white fog when the user is in the clouds; In addition they displaces grass, particles and foliages.

Namide - Flash 3D world

Description:

This world is an interactive experience. Namide tries to create a universe with an original navigation and graphic design. The inspiration comes from games and generative art.

Technical details:

This world is generated by algorithms (except for the 3D rabbit and the portrait rabbit): Thereby it is very light (<150ko) and the graphism is emergent.

The 3D engine used is Minko. For example, the 3D model of the ground is generated by a Perlin noise (you can see an example in this post) and the texture with a colored Perlin noise.

The shaders create a colored fog when the user is in the forest, and a white fog when the user is in the clouds; In addition they displaces grass, particles and foliages.

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