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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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