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Real Drawing to Augmented Reality

by Devon O.· October 23, 2009· in Actionscript, Flash· 4 comments tags: augmented reality, papervision3d
Augmented reality may prove to just be a flash in the pan trend in the Flash world, but let’s face it – it’s fun. So, that in mind, here’s a little something I was just fiddling around with: a small app that takes an actual drawing (as in pen and paper – you know – analog) and converts it into a 3d augmented reality thingamajig. To give it a try below: Print out this marker (ignore the left hand / right hand bs. That was for another project and I was too lazy to create a new marker image). Make a small drawing on a piece of paper. You can use colours, but keep the contrast as high as possible (a black drawing on white paper will work best, but not be very interesting). Double click on the app below and allow webcam access. Hold your drawing up so that it fits nicely into the red square then hit the space bar. When the app tells you to, put down your drawing and hold up the marker you printed out to see your work of art hover in 3 dimensions in front of your face. Be amazed… If you don’t […]
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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 […]
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PV3D Image Extrusion

by Devon O.· September 07, 2009· in Actionscript· 6 comments tags: papervision3d
You know, you’d think with all the 3D crap I’ve been playing with lately that I actually like the stuff. I’m really not that into 3D work in Flash. I just had to try out Augmented reality when it first came around and seemed to get sucked into it all. I guess it really is interesting. Just wish I understood it all beyond utilizing libraries written by others. Ah well. That bit of rambling aside, I was looking around the other day for a way to extrude text with Papervision3D, when a bit of googling led me to Den Ivanov’s awesome ExtrudedBitmap class. This seemed like it would do just what I needed. My first thought was to put the text I wanted into a .png file and load it using Ivanov’s class. But poking through the code a bit, I thought, why bother loading something – why not simply pass the class an image directly and let it do its thing? So, I played around a little bit and came up with this ExtrudedImage class (still 98.23% Ivanov’s work, but still)… [crayon-6003fd1fbf15e968376635/] With these changes, now intstead of passing the class a url to an image file, you just […]
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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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