I have been working with the latest builds of Away3D (v3.6) optimized for FlashPlayer 10.1 in the browser environment, and wanted to compare performance of the non-hardware accelerated version (Flash 9 software rendered) using some new tablet hadrware.
The hardware here is a Samsung Galaxy Tab running Android 2.2 and Flash 10.1. Rendering about 600 polys, non-optimized (big) textures and a big skybox at full resolution drops the framerate, but the Snowbird flight sim demo otherwise works just fine. I’ll be updating this with the hardware accelerated versions of FP and Away3D and compare the results.
Platform cross-compatibility (transparency?) sure has its strengths. nice to develop once and deploy (almost) anywhere.
Well, now that my still and video camera are the same (7D). The kit for a shoot has changed a bit, as well as the rules of thumb that go with shooting video. The capability is there now to emulate the best of a Hollywood film camera, but many of the consumer friendly aspects are compromised as a result. Here is the breakdown and some hints:
Some sample code for creating a simple state machine for your as3 apps.
The idea of a SM comes into play when you have even a slightly complex application, in which there are sequences of screens, game pause and play, pop-ups, leveling events and so on. Managing how the app responds and keeping track of where it is at can get messy in a hurry. Using the Model-View-Controller patterns, you can manage this complexity, maybe saving a few hours of debugging (or days).
This simple state matching code snip shows how you can change game states using a ‘jump table’ effectively a simple object array that leverages the .call() method of function, allowing us to call a function from a string of its name.
Opera upgrade as of Sept 2009 for Wii has provided a few new toys for us:
- The Opera Wii API for tilit detection and other Wii specific input modes
- Flash upgrade from 7 to Lite 3 (effectively Flash 9 minus AS3 VM)
- Multiple player input via wii controllers (up to 4)
Here is a demo of the tilt API using the canvas object in Opera:
Info on the Opera Wii API (requires Opera dev user account):
I built this while at FITC Toronto. The Speakers were quite motivating, I guess!
Click to load, once loaded, click to start. Mouse control only (maybe the control is a bit too realistic, in that it takes some time to master the roll and pitch)
The goal is to flyby all the red markers in minimum time. The fighter uses realistic elevator and aileron controls, so it is tricky to fly at first and gives an appreciation of what pilots have to master. Of course, flying in 3rd person rather than first person adds to the issue!
Details on implementation: