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FOTB in Review – Day 2

by Devon O.· September 22, 2009· in Flash, Liberty, Life· 5 comments tags: flash on the beach, fotb
Another surprisingly beautiful day in Brighton. Started the day with the “Elevator Pitches” session – 20 speakers all talking for 3 minutes each. A few that stood out to me to delve into later: zenbullets.com, a generative art blog with source code for download; swingpants.com, where we saw Jon Howard make 3 games in 3 minutes using Away3D and an undisclosed physics engine. ASAXB looked like it may be a useful way to bind .xml to .as classes and was one of the funnier pitches. Andrew Fitzgerald (aka desuade) gave a nice look at the partigen particle engine (though not the best examples were shown). Perhaps the most surprising presentation (at least to me) was from  Bartek Drozdz of everydayflash. He showed how to build a 3D bowling game using Papervision3D and Jiglibflash physics engine. Sound familiar? Well, it was very reminiscent of this tutorial I did for the techlabs a couple months ago including using a timer to determine the end of each roll and the pin skin rotation to determine if they were down. Now, Drozdz is the genius who gave us as3dmod, so I’d really like to give the benefit of the doubt, but it’s a mighty big […]
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FOTB In Review – Day 1

by Devon O.· September 21, 2009· in Flash, Liberty, Life· 0 comments
Just pulled into Brighton yesterday afternoon. Rushed down to the dome for early registration and was a bit disappointed to discover there was no special free gift for early registrants as had been going around the twitterverse. The regular swag bag was top quality though. The bag itself is pretty great and actually usable. And for filling out a raffle ticket, there was also a pretty nifty/nerdy Flash Platform Rubik’s cube to be had. But, of course, it’s the presentations that are the important thing. First up (after a crazy mariachi segue) was the Adobe Keynote presented by Richard Galvan and Mark Anders. There we found out that AIR 2.0 is soon on the way and got a few sneak prevues of the next Flash IDE. Some of the biggest changes coming up are with textfields, where it looks like most of the new Text Framework options are going to be incorporated into the TextField property panel. Other major changes are with the IDE code editor. Code hinting for custom classes support, a nice snippets panel, and super tight integration with the Flash IDE and Flash Builder are all in the works. Of course if you’ve been using something like […]
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BetweenAS3, Through AOS, and Around FOTB

by Devon O.· July 27, 2009· in Flash, Life· 2 comments
Been extremely busy of late (not complaining), but thought I’d do a quick update post during lunch to get back into the swing of blogging. First, just finished up a little intro tutorial/article on “Getting Started with BetweenAS3”. For those not familiar with it, BetweenAS3 is a great new tweening engine that’s simple as pie to use and seems to blow other engines out of the water performance wise. You can check out a nice slide show by the engine’s author here. And, if intrigued by that, you can get a gander at the article I wrote over on the TechLabs site. I’m working on a companion piece which goes into more advanced topics on the subject (slicing and scaling tweens, custom easing formulas, registering custom classes, etc). Hopefully that’ll be ready to go by next week. Keep an eye out if interested. Couple new things to check out over at the Adobe Open Source site recently: The Text Layout Framework for some very great and advanced text control in Flash Player 10 is now a part of the Flex 4 SDK, and the Open Source Media Framework for building modular media players with little effort is now available for […]
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Gone Bowling

by Devon O.· June 21, 2009· in Actionscript, Flash· 0 comments tags: jiglibflash, papervision3d
Just finished work on a simple little bowling game using the JiglibFlash physics engine and Papervision3D. It’s not a fully functional game as there are no frames or score keeping, but it was made as an example file for a tutorial so was deliberately kept simple. To play, first click on the little green rectangle to position the ball horizontally. Then, to roll, click the red square. The higher up on the square you click, the more forward power the ball will have. The angular power of the ball is determined by the horizontal location of your mouse click. Just play around, you’ll see what I’m talking about. And, just because it’s 3D, you can move the camera around using the arrow keys and your mousewheel. For anyone interested on how to build something like that, I just submitted the full and rather lengthy tutorial to The TechLabs. Hopefully they’ll use it. If not, I’ll publish it myself. So, if interested, it’s coming out one way or another, just keep your eyes peeled. On an unrelated note, in my Twisty Cubes post, I mentioned in a comment that once I used that code for myself, I’d go ahead and make […]
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Flocking (Steering Behaviour) in 3D

by Devon O.· June 06, 2009· in Actionscript, Flash· 5 comments tags: papervision3d, steering behaviour
So I just got my grubby little paws on Keith Peters’ latest book, “Advanced Actionscript 3.0 Animation”. I couldn’t even get past chapter 2 before I had to try out some stuff on my own. Chapter 2 is all about steering behaviours for AI animated movement. If you’re not familiar with the concept of steering behaviours, you’ve most likely seen it illustrated in a flocking example at some time or other. That is several little “characters” are moving about doing their own thing, but when they come close to each other they start to tend to group up until they’re all moving around together. Boids they call these things. I’ve seen several examples of this done in Flash in my time and was impressed every time. This is the first I’ve taken the time to examine the script behind the concept though, and my first thought was “why not do that in 3d?” So I did. Mostly. There are still many glitches that can be hammered out. The wander() method is shaky at best. And avoid() doesn’t much work at all, yet. Basically, it’s calculating random 3d angles that’s giving me fits. The flocking, fleeing, and pursuing behaviours are working all […]
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Devon O. Wolfgang

AIR | Unity3D | AR/VR

Unity Certified Developer

Technical Reviewer of “The Essential Guide to Flash CS4 AIR Development” and “Starling Game Development Essentials”

Reviewer of “The Starling Handbook”

Unity Engineer at Touch Press.

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