LogoLogo
  • Home
  • Projects
  • About
  • Contact

More With the JiglibFlash Terrain

by Devon O.· March 17, 2010· in Flash· 0 comments tags: jiglib, jiglibflash, terrain
Playing around a bit more with the animated JiglibFlash terrain idea from my last post, I wanted to see how it would work in conjunction with a webcam. So, needless to say, you’ll need a webcam to check out the results below. The trouble, I’ve found, is that when you create the JTerrain instance, you specify the number of horizontal and vertical segments to create (similar to instantiating a simple Plane object in Papervision3D). Unfortunately, my experience is that if you go over about 12 or 13 segments, the application begins to chew through memory like skittles. So, stuck with using only 12 horizontal/vertical segments, the results are fairly abstract (with 50 or more, you can see a clear definition of your face but, again, you can’t run it very long before it freezes up and eventually crashes). Still, even in an abstract way, the finished product is pretty cool and kind of spooky. With a little luck, the JiglibFlash guys will run across these posts and implement this animation feature in a more optimized way rather than my half assed hack job. We’ll see. Still working on a jiglib ragdoll idea…
Read More

Some Windchimes and More from FOTB

by Devon O.· September 26, 2009· in Flash, Life· 4 comments tags: flash on the beach, fotb, jiglib, jiglibflash, papervision3d
So I got an idea into my head while at Flash on the Beach. This quick example I made pretty much has nothing to do with it, but it’s a first draft prototype of what I was thinking of. Anyway, check out these windchimes made with jiglibflash and pv3d. Use your mouse to orbit around a little and to see the chimes in action, blow into your microphone (okay, so you can talk, shout, or thump on the mic, if you’d like, but they’re windchimes – why ruin the illusion). One thing I noticed about jiglib is that it seems to register collisions (using the RigidBody.collisions array) even when there aren’t any. Need to look into that, and if anyone has better suggestions for collision detection with jiglib, post ’em here. And for those interested, here’s a few more videos and pictures from Flash on the Beach ’09. Maybe someday I’ll join the rest of the world and get a Flickr and/or Youtube account for stuff like this… Here’s a nice video of Joa Ebert demonstrating his Java to .swf compiler. Still blown away by this. After 9 minutes of typing (on a completely unmarked/black keyboard!) Joa hits the compile […]
Read More

JiblibFlash + Augmented Reality (Take Three)

by Devon O.· May 26, 2009· in Actionscript, Flash· 13 comments tags: augmented reality, jiglib
Well here’s one more take. Now there’s two levels – you’ll bounce back and forth between them as you get through each maze. I made everything a bit smaller which improves cpu usage and also makes it easier to see. Also (hopefully) fixed it so that it will be viewable on Macs (Don’t know why Apple makes it so difficult to target the default webcam of a Mac, but man, what a pain). Once again, the marker can be found here. I’m still not happy with how the movement is accomplished. It takes a whole lot of mucking around to get a good movement based on the AR transformation system, but it works. Mostly… While not as clean as I normally like my code, it’s all posted below, if you’d like to try it out.. You’ll have to supply your own materials as well as flartoolkit, papervision3d, and jiglib libraries, but other than that, it’s all there. Enjoy The two maze levels and their interface: [crayon-6003ff5c0ed7d488913392/] [crayon-6003ff5c0ed89472761373/] [crayon-6003ff5c0ed8c795142642/] Not perfectly decoupled, but the FlarObject handles most of the AR stuff, while the MazeScene handles the PV3d and Jiglib stuff. [crayon-6003ff5c0ed90096084327/] [crayon-6003ff5c0ed92023841580/] And finally the Main class to tie it all […]
Read More
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.

Categories
  • Actionscript (95)
  • AIR (16)
  • Flash (99)
  • Games (7)
  • Liberty (13)
  • Life (53)
  • Shaders (20)
  • Unity3D (21)
Recent Comments
  • Devon O. on Unity Ripple or Shock Wave Effect
  • Feral_Pug on Unity Ripple or Shock Wave Effect
  • bavvireal on Unity3D Endless Runner Part I – Curved Worlds
  • Danielius Vargonas on Custom Post Processing with the LWRP
  • Luca G on Unity Ripple or Shock Wave Effect
Archives
  • December 2020 (1)
  • December 2019 (1)
  • September 2019 (1)
  • February 2019 (2)
  • December 2018 (1)
  • July 2018 (1)
  • June 2018 (1)
  • May 2018 (2)
  • January 2018 (1)
  • December 2017 (2)
  • October 2017 (1)
  • September 2017 (2)
  • January 2017 (1)
  • July 2016 (1)
  • December 2015 (2)
  • March 2015 (1)
  • September 2014 (1)
  • January 2014 (1)
  • August 2013 (1)
  • July 2013 (1)
  • May 2013 (1)
  • March 2013 (2)
  • December 2012 (1)
  • November 2012 (1)
  • September 2012 (3)
  • June 2012 (2)
  • May 2012 (1)
  • April 2012 (1)
  • December 2011 (2)
  • October 2011 (3)
  • September 2011 (1)
  • August 2011 (1)
  • July 2011 (1)
  • May 2011 (2)
  • April 2011 (2)
  • March 2011 (1)
  • February 2011 (1)
  • January 2011 (2)
  • December 2010 (3)
  • October 2010 (5)
  • September 2010 (1)
  • July 2010 (2)
  • May 2010 (5)
  • April 2010 (2)
  • March 2010 (7)
  • February 2010 (5)
  • January 2010 (5)
  • December 2009 (3)
  • November 2009 (1)
  • October 2009 (5)
  • September 2009 (5)
  • August 2009 (1)
  • July 2009 (1)
  • June 2009 (2)
  • May 2009 (6)
  • April 2009 (4)
  • March 2009 (2)
  • February 2009 (4)
  • January 2009 (1)
  • December 2008 (5)
  • November 2008 (2)
  • September 2008 (1)
  • August 2008 (6)
  • July 2008 (6)
  • June 2008 (9)
  • May 2008 (4)
  • April 2008 (3)
  • March 2008 (4)
  • February 2008 (9)
  • January 2008 (7)
  • December 2007 (6)
Copyright © 2017 Devon O. Wolfgang