Stage3D Away3D Lab:
Audio visualisation project: boids, responsive/reactive to the music with music scrub bar.
ShiVa Flash 11 engine preview
Some exciting news from ShiVa developers:
“We are working for some months on the ShiVa Flash 11 engine. Most of the hard work is now behind us. I wanted to start sharing with you some demos:
All samples have been exported “as-is” from ShiVa and injected in the UAT in order to create the SWF and HTML files.
Note: Engine initialization time is long and your browser may look like “frozen” during 10-20 seconds.
More demos to come, including GPU skinning, advanced shaders, render to texture, etc.”
[ More info about ShiVa Flash 11 engine ]
GeometryArena game on Genome2D
(web, desktop, iOS, Android)
From Peter Stefcek:
“Whats more I wanted to build an universal platform game, so it runs smoothly across all the avialable devices from web, desktop, iOS to the oldest Android phone possible. And I actually did it.
And yes it runs smoothly even on archaic mobiles when we talk about AIR such as Nexus One or HTC Desire, I am not going into detail but once Stage3D is available on mobile you will see and I am hoping for benchmarks all over the place”
Kinect controlling model in Flash Stage3D
From MrSimonMorris:
“This is milestone 2 of the Kinect to AS3 Native extension I am creating. This time the rotations are applied to a rigged model. It should work with any rigged model as long as they are in a T pose with zeroed rotations.
I had to re-structure a lot of the joint orientation code from milestone 1 to achieve this as I needed finer control of the rotations to avoid twisting the mesh in an unnatural way. This is a step forward and I will most likely use this model to progress to making the full game.”
[ Video ]
Stage3D wonderfl: Cloth Simulation in 3D
Click to launch the ball, drag for rotation.
Stage3D developer tips:
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From BJÖRN ACKER:
“For my current side project – a comic zombie shooter game – for which I utilize the ND2D framework - I wanted to add some atmosphere by putting a colored fog layer on top of all game layers, from which I could cut out multiple alpha masks to get something like search lights or illuminated auras. After building some – at least for myself – super complex AGAL fragment shaders I ended up with a pretty simple solution”