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Dynamite Max
This was a 3D Flash game before 3D was cool. Papervision and Away3D were the kings of 3D in flash, before Stage3D came around. This means we faked 3D effects using the CPU. This method is extremely limited, which means we could only draw about 1000 triangles. Generally it would
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Engine design, components, and Papervision3D
So I just got finished implementing components to replace my inheritance based entity system. Getting used to factories and pooling has been a bit of a battle, but I feel as though I’m ready to start actual game production. My engine has fake lighting, which adds another draw call, and
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ShowAll, 100%, draw, compositing, and a quadcore computer.
After a little debate in FGL chat about framerate (30 looking choppy and 60 being smooth), I went and looked back on an earlier version of my engine. At that point I had lighting implemented, and was able to have around 500 triangles with a rock solid 60fps. The old
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Quick and dirty film grain effect
First of all, I think I’m done with daily blogging. It’s too stressful, and I still post pretty often, so don’t worry. It becomes a problem when I have to post every day though and all I can come up with is lolcats. I’ll try posting some development related things
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Indie game development – What an awesome world!
OK, maybe it’s from lack of sleep… Maybe it’s because I’ve stayed up all night and morning reading from various indie development blogs. Whatever the reason, I gotta say that the indie game world is one amazing place. I’ve recently come across some developers who’ve tried to document the Molehill
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Going back to Papervision3D.
…Away3DLite was a fun detour, but I’m gonna go ahead and drop it and go back to my old system. I’ve tracked down my memory leak when using Papervision, so I’m getting back on that boat (I’ll probably switch again when molehill shows up). Papervision is faster. That’s all there
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Away3DLite and new recording software
Engine was stripped down, rebuilt using Away3DLite. Now I have to turn it back into a game. Well, what can I say? Switching to Away3DLite was a larger task than I thought it would be, and now that things seem to be working, I’ll have to copy / paste a
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Done with Papervision3D. Hate Away3D… Love Away3DLite!
Ok, so the last 2-3 posts were pretty hate filled because a papervision bug almost threw my game in the toilet. People say how much better and similar Away3D is to Papervision, because it’s a ‘branch’ or derivative. But the only similarity you’re likely to see these days is the painter’s
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FINE! I’LL SWITCH TO AWAY3D.
So I started to notice a little bit of a performance drop, and I could swear I smelled memory leak. I’ve been using an older version of FlashDevelop, and noticed that the newer versions came with a memory profiler! Awesome! Long story short, Papervision3d has some problems with ViewportLayers. I
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Is Papervision3D really dead?
So I’ve noticed there hasn’t been too many updates on Papervision recently, and it’s understandable because there hasn’t been much out there to increase performance, even though I see away3d constantly getting updates. I don’t really care for Away3D. Away3D performance is poor, and I got started with Papervision, so
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Overloading my game with effects
So now that I’m pushing hard to get my game out, I’ve run into some issues. I’ve had to cut a lot of features to get the game out ASAP, and this has helped for the most part. But there are some features which are pretty much finished, but not
3d rendering in flash.
Been playing around with different rendering engines. Each has their own set of features, and I’m not sure what I want to use. Found a good list here: http://matteley.wordpress.com/2009/10/11/as3-quick-guides-open-source-3d-engines/ Now that alternativa has been released, I’ll probably try it out. My project currently uses papervision3d, and I was planning on
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