Andre Michelle Brings It with Audiotools and Re-Makes Rebirth Alive and Better with AS3 Flash and Java

If you ever were a fan of Rebirth and Rebirth 2, this was a music kit that had two 303s, a 909 and an 808 kick drum (beastie says mmmmmm-m-m drop!).  Well Andre Michelle has re-ignited that awesomeness and upped it with the Audio Tools from hobnox!.

This not only has the famed 808, 909 and 303 (conveniently covered with stickers of love) but also sorts of channel mixers, pedals and sweet interface that mimics the inputs and outputs as well as customization on nearly every aspect of the audio creation with these tools. Use your mouse to move things around, connect ins and outs and move the whole setup around.

This setup on about 80 bpm and a little tinkering is groovy.

I think I just found my new batcave evil genius code monkey theme music

Apparently Andre and Joa made some noise and now you can too.  Also I noticed that some of it is in java for the sound output.  I wonder if Adobe missed an opportunity here in audio with flash, which will change probably in Flash 10 due to the Make Some Noise Adobe campaign and Tinic Uro for listening.  But for now have some fun. It is hard to find something that doesn’t sound good in the 80-90 bpm range.

as3Query – Actionscript Port of jQuery

This is older, from january, somehow I missed it but… nitoyon has created an AS3 port of jQuery. jQuery is my favorite javascript tool besides javascript itself. Mootools, prototype, and others like mochikit are all great but jQuery was the first to do lambda chain decorating and others followed suit.

But having this power in as3 is a great thing! $ selectors, common access methods to properties, methods, etc. All good stuff. Again this shows the fun in as3 or ES4 based languages like Actionscript because people are porting all sorts of libraries to it. If this performs I may just start using it daily TODAY!

For instance setting the stage align for use in full screen:

$(stage).attr({scaleMode: "noScale", align: "TL"});

That is too fun… The only thing not cool about this is all the spam at nitoyon‘s blog : )

How about a functional Tweener call:

function animate(f:Boolean):void {
				// Select 'RoundRect' elements using CSS selector
				$("RoundRect:" + (f ? "odd" : "even"))
					.addTween({
						rotation: 90,
						scaleX: 0.5,
						scaleY: 0.5,
						time: 0.6,
						delay: 0.3,
						transition: "easeOutCubic"
					})
					.addTween({
						scaleX: 1,
						scaleY: 1,
						time: 0.5,
						delay: 0.9,
						transition: "easeOutElastic",
						onComplete: function():void {
							// restore the rotation and call again.
							this.rotation = 0;
							animate(!f);
						}
					});
			}
			animate(false);

Stuff to see and try

Box2DFlashAS3 Version 2 Released – AS3 2D Physics Engine

Box2dFlashAS3 has been updated to version 2.0 complete with ragdolls and Theo Jansen walkers ala APE fame.

AS3 Flash 3D Engine SWFZ Source Code Goes Open Source

Jono is giving SWFZ to science and the open source devices.

The SWFZ engine is one Flash 3D engine that took a different approach. It is a bit early in its technique used but the author at custom:media Jono has decided to float the source code out there in ghost mode (no active development but not dead). It is just ready to branch and others to run with it. He is floating the source but I think in 1-2 years this will be the preferred method if processors and multicore parallel usage is optimized. We shall see.

The implementation method and difference with SWFZ engine in Flash for 3d is that is is a pixel based renderer or scanline. It is based on a really fun game engine called Irrlicht which has been pretty active for the last few years but is a C++ DirectX and OpenGL engine. Since SWFZ has to run in Flash and it is a pixel renderer/scanline it has some limitations currently in Flash. Games and renders have to be fast to pull this off and Flash is limited by the software renderer but as computers get multiple processors and flash player gets better at this then this will be a viable option (it is the same thing that limits Canvas based renderers right now). One main problem with this is you can’t go too full screen the biggest sizes that perform well are smaller windows 320×240 etc. But if the processors can handle it it is actually more efficient when it removes overlap, extra triangle drawing and painters algorithm like problems dont’ pop up (triangle overlap when on same plane). This method draws pixel by pixel but fast enough flash engines like Papervision, Sandy3D and Away3D draw overlaps due to the drawing technique, back to front.

But SWFZ still manages to pull off some amazing feats such as these demos

Quake Demo

Terrain Demo

Yoshis Hip Hop Couzin

Jono has put some great classes into SWFZ engine such as bsp parsers, quake md2 parsers, animated mesh, and lots of great examples in porting C++ Irrlicht to AS3. This was a very early example of how AS3 was fun for programmers to port stuff from C or C++ into Flash. AS3 is just fun. Also be sure to check the site for more samples like an FPS game, some basic ai etc.

Jono has been working on 3d in Flash for a while and actually this message is what shows the difference betweeen this approach and other flash engines the way Papervision, Sandy and Away3D (pv3d derivative) make 3d in flash fast enough (Painter’s Algorithm and drawing skewed movieclips and textures.

Demos

More about the Engine Some Notes

The SWFZ engine.

Overview:

SWFZ engine is the result of four years of me messing with 3D in Flash.

I was a complete newbie to 3D, so a lot of learning has happened to get to here.

If you’re interested in 3D engines check out the resource links at the bottom of the page:

The Demo:

Model

  • .md2 format from ID’s Quake2.
  • Uses frame based animation
  • Textured with jpeg
  • No lighting, No Gouraud Shading, just plain texture

Skybox

  • Textures are just jpegs.

Boxes

  • Rendering – Textured Gouraud , Textured Gouraud with Alpha, Textured Gouraud with Quick Alpha, Gouraud Shaded, and the large box is just Textured.
  • Star Texture – Targa (.tga) file format.

AS3 classes

  • 171 classes and interfaces

Scene

  • No lighting
  • No collision detection

SWFZ engine technology:

The demo only shows a small part of the capabilities of the engine. In the coming weeks I will get www.custommedia.co.nz up and running and start to post more info then.

Currently implement stuff:

New file formats supported

  • .tga – Targa Image
  • .bmp – Bitmap Image
  • .3ds – 3D Studio Max
  • .bsp – Quake3 levels
  • .md2 – Quake2 models
  • .obj – Wavefront 3d object (static)
  • .zip – Read from a zip archive (all in Flash, no server side scripts)

3D Rendering

  • mipmaps
  • perspective correct texturing + affine texturing
  • Flat shading
  • Gouraud
  • Textured Gouraud
  • Textured Flat
  • Textured Two Layers
  • Gouraud Alpha
  • Textured Flat Alpha
  • Textured Gouraud Alpha

3D Scene

  • Billboards
  • Parent, Child scene nodes
  • OctTree
  • Skybox
  • Static Meshes
  • Animated Meshes
  • Basic collision detection
  • Scene node animators

If any code is useful to you maybe drop him a donation or what would be nice if this was all setup at google code and used to be integrated into other engines. Irrlicht ports are fun and there is a future in this method when processors catch up I think.

AS3 Nascar Game By mr. doob – AS3 Flash Library Mashup

I have been one upped by mr. doob! I did a little nascar like RC pro am like prototype in march ’07 when the pv3d kit showed up on my screen and I was hooked like most suceptible flashers who have longed for 3d in flash! Only my version is like Nintendo64 and his is like xbox360 with updated effects and physics kits and some doob magic. All these are based off of, of course the original race car driver in Papervision and its creator Carlos Ulloa (Adobe should be paying this man).

To the feature! This is a sweet game by mr. doob, called burn and brag for Nascar.

Now I don’t’ particularly like Nascar all that much but who doesn’t like to peel out to some fiddlin’? I mainly do Nascar stuff because it is highly marketable and like the only answer most ad agencies have for getting the southern us markets it seems, that and c-o-u-n-t-r-y mu-si-c (must be said at a slower rate).

But I digress, this is a perfect mix of advertisment, game play, fun and experience. It is fast, simple, and playable. Exactly the simplicity and smoothness needed of gameplay and playback.  Great ad work but it also gives something fun to do and best of all it is built in AS3 flash with a plethora of libraries from the flash as3 community.

The game platform is emerging fantastically in the AS3 market. mrdoob used these kits to build this:

It would be cool to see a post on how he did the replays with tweener – I imagine just a series of points collected with car state (current position state) and then just play them back with a call back or time delay. You’d have to capture alot for smooth playback without laggy movements.  I am working on multiplayer games with this same issue for a current project.

Game on! The question is when will this be SOTD or SOTM at thefwa.com?

Flash/Flex Application Proofs: Adobe Launches Photoshop Express

If there ever was a proof that more intense applications like word processors and image manipulation software are capable of being built and some aspects even better than their desktop counterparts with flash and flex then Scrapblog, Buzzword, Picnik and Photoshop Express are that (in fact Photoshop Express is a direct competitor with Picnik it seems…).  

Adobe launches Photoshop Express today to add to that set that are very usable, quality applications built with Flash9/Flex and most of all actionscript 3 (as3) and the new AVM2. These apps just weren’t possible with AS2 and with Flex they can be easily managed codebases (one major problem with old skool flash actionscript is it was throwaway many times because it was so scripter specific and full of optimizations just to barely perform – now these are actual code bases made by programmers and you see the results).  The great thing about buzzword, picnik and photoshop express are that they are easy to use. Flash/Flex make sense in their case and they tend to mimic and use very good usability patterns.There is no way an AJAX app (even though I build lots of those too) can come close to this integration of style, usability and expected results on all browsers.One important point of this article on news.com mentioning this:

The service will go live in beta test mode on Thursday. Mack said that the company intends to use the test period as a way garner feedback from customers.Adobe intends to offer more features to consumers who pay a yearly fee. Some planned features include a printing service, more storage, support for audio and other media, and the ability to read additional image file types (the service works with .JPGs now.)Adobe also plans to build an offline client using AIR (the Adobe Integrated Runtime) so that people can edit photos offline, executives said.

A couple things here.  First there is going to be an AIR version for the same experience on the web and the desktop for a major application.  Second, flash IS limited to certain file types JPG, SWF, PNG, GIF, and a few others for sound and video.  So why an online photoshop is great, it is still only web based photos, simple edits, etc.  Photographers and users above 72dpi in the 300 600 ++ ranges will still be using Photoshop.  Users with EPS,RAW, etc will still have to use Photoshop until Adobe figures a way to either proxy an image and handle the real source (be it another format) behind the scenes.  Or, improve the flash player to handle other raster and vector image types.A project a while back we had this issue where it was a approval system of media types but the types could be PDF or EPS in addition to web image formats or on occasion other formats and it became a challenge where the content was marked up with flash.  Eventually it was in a div overlay so we could load in the unsupported types behind and sync them with javascript, where flash was just a canvas or screen on top to put notes and markings.  But when it comes to editing that is different, you expect to edit. Also, working with the real source in image manipulation is extremely important so a proxy to the real image seems unlikely a good choice except for simple web uses.In any case, Photoshop Express is a great web based image tool but there are limitations that prevent it from taking any large swath of share from the normal old desktop Photoshop any time soon.

AS3 Flash Isometric Engine

Just got word of this great isometric engine similar to the Alternativa engine or zenbullets but with plans for open source. I checked out the demos and it looks well done and is pretty responsive. Once you get to heavy lighting it can draw a little slow (the cowboy becomes more John Wayne like with slow drawls) but this seems like a great base for an isometric AS3 engine.

The author, who is currently anonymous, describes it as:

The FFilmation Engine is an AS3 isometric programing engine, focused mainly on game development. The aim of the project is providing a robust development platform, where game designers can work on the game’s details and forget about the render engine. It is intended to be really usable from a “real production scenario” point of view.

Unfortunately there is no name associated with the project yet, I think it would be wise to let that be known. The author has some info on the level structure of files and 3 great demos.

Here are some features and plans for the engine:

  • Have a programming interface as small and easy as possible, no matter how complex the internal code is. From a software engineering point of view, the OO structure may not be as correct and clean as it could have been. It is not messy, but several decisions where made that improved performance and simplicity at the cost of breaking some “good OO programming” conventions.
  • Rendering performance is a major concern when designing all the algorythms. Some of them have been rewritten 4 o 5 times from scratch until one fastest enought was found. If it doesn’t perform well, it is not usable. We’ve all seen several impressive actionscript demos that look really cool and invite to be used in your next project. But then if the effect takes 90% of your CPU, you can’t build anything on top of that.
  • Graphic designers should be able to work on the application’s ( game or not ) environments without any programming skills, visually, and with almost immediate previews of what they are doing. Using the engine should be fun to some degree. If you have this terrific engine and adding a wall to your dungeon means you have to write 10 lines of OO gibberish, lazyness will eventually win you over. If art directors can draw and place the walls and lights an floors and enemies and see them appearing onscreen, you have more chances of reaching your deadline.
  • Flash has built-in drawing and animation tools. You should be able to take advantage of them !!

All this is important because in reality projects depend on limited resources. Resources are money and time, but also the enthusiasm of indie developers or single individuals doing stuff “for fun” in their bedrooms. Projects, specially the “for fun” ones, have more chances of completion if the production process is gratifying to some degree.

Here’s a list of highlited features:

  • One engine capable of handling several isometric scenes of different complexities.
  • Create scenes from human-readable XML definitions, allowing easy edition of the scene’s topology and contents
  • Graphic media can be split into several external resources and loaded when an scene needs them
  • Flat textures. Paint your grahics directly into flash. Walls, floors and celings are edited as 2D graphics and projected by the engine. Elements and animated characters can be animated via flash timeline, no need for complex programming.
  • Dynamic lighting, global lighting, real-time shadow projection. Multiple lights from multiple sources affecting the same objects.
  • Bump-mapped surfaces. Still somehow buggy and a serious performance killer, but already there.
  • An extendable material interface. MovieClip materials, autotiled materials, procedural materials.
  • Automatic zSorting of all surfaces and objects
  • Built-in collision detection. No need to program complex coordinate comparisions, simple listen to COLLISION events generated by the engine.
  • Basic AI API helpers such as “is character A visible from character B’s position ?”

I plan to make the engine open-source, but I’ll wait until I have a release “solid” and documented enough.

I am looking forward to more updates and to find out more about the author. We have some great engines underway in ’08 for AS3 and it looks to be a very fun year in that aspect.

Because it is an isometric engine is is not true 3d but sprite based animation. However with planes and objects other isometric 3d objects can be built such as walls, boxes, buildings, cubes, etc. I wonder if there are any toolkits being used or if this is all custom built?

Keep your eye on this space. It is very similar to the Alternative Engine.

Here are all the Demos:

And some docs on the architecture:

Check it out!

AS3 Flash FPS Paradox Engine Updates – Simply Amazing

Paul Spitzer has been updating the animasinteractive paradox FPS engine for flash with some great new additions and more about the engine capabilities. I think you will be blown away again by this engine.

Paul has added proximity objects which are key elements of online multiplayer games for networking (distance based messaging and events) as well as fun stuff like proximity mines as demoed. Get over there and check it out the best, quality FPS engine yet in flash continues.

The lighting, textures, effects, HUD, all look excellent.

This is in flash, a paradox indeed.

AS3 Cryptography and Hashing Libraries for Encryption and Security (crypto)

AS3 libraries for crypto are pretty robust from the new RAW POWER in the AVM2 virtual machine that runs flash9/as3, cryptography, like compression, is very processor intensive and needs a fair amount of power to be worth the time (usually a balancing mechanism). I am working on a few security apps in AIR and Flash9 for a project and a product so this is the best of what I have found to share. I will be sure to post here when these projects are complete.

There are two that are pretty good as3 kits that have decent support for crypto and hashing, actually as3crypto is quite broad in their support or most common crypto algorithms, even hashing support up to SHA-256 and ciphers 3DES, AES, RC4.

This is not really a comparison just some kits that have tools you might need. as3crypto is definitely the way to go for more heavy ecryption with common ciphers, but if you are just hashing some text as3corelib might work for your project. as3corelib is a more broad toolkit that is made or sponsored by Adobe that has JSON, RSS, support and other tools. It is a great core lib, but not as deep in the encryption area. I am actually using both in the stuff I am working on, as3corelib for some other uses (JSON,RSS) and as3crypto for all encryption and hashing.

The two are:

  • as3crypto
    • Robust, broad encryption and security support
    • Open source
    • Demo
    • Browse source
    • Broad support of algorithms
        • TLS 1.0 support, exposed through TLSSocket and TLSEngine classes
        • X.509 Certificate support, including parsing, and validation
        • built-in list of common root Certificate Authorities
        • symmetric ciphers: AES, Blowfish, DES, 3DES, XTEA, RC4
        • confidentiality modes: CTR, CBC, CFB, CFB-8, OFB, ECB
        • public key crypto: RSA (encryption, decryption, signing, verifying and key generation)
        • padding: PKCS#1 (type 1 and 2), PKCS#5
        • BigInteger library
        • hashing function: SHA-256, SHA-224, SHA-1, MD5, MD2
        • HMAC support
        • prng: TLSPRF and stream-cypher-based PRNG.
        • minimal ASN-1/DER support for PEM key parsing and X-509 cert parsing
        • Crypto – Shortcut class to access many classes above.
        • Hex, Base64 – Static methods to convert binary data to and from text formats

As3 Crypto is a cryptography library written in Actionscript 3 that provides several common algorithms, as well as TLS 1.0 support. The library is offered under the BSD license, and include several derivative works from Java, C and javascript sources.

Here’s some numbers from as3Crypto home page that show the speed, note it has not been optimized just yet (since most of this is client side and only one user would be using it this is not an issue – server side is where this can have scale problems from parallel execution but flash is rarely server side if it is too slow, but it is quite fast)

The 'numbers' are in 1000s of bytes per second processed.
type             16 bytes     64 bytes    256 bytes   1024 bytes   8192 bytes
md2                  1.01k        3.64k       15.08k       53.89k      171.76k
md5                221.85k      447.32k      739.54k      893.72k      905.82k
sha1                82.28k      184.78k      286.76k      336.03k      345.41k
sha224              60.84k      125.67k      200.27k      234.28k      247.58k
sha256              60.52k      126.30k      199.19k      234.04k      246.01k
hmac-md5            48.37k      159.37k      282.87k      295.15k      341.21k
hmac-sha1           18.29k       64.82k      165.72k      277.60k      342.52k
hmac-sha224          5.75k       24.84k      125.71k      204.35k      256.36k
hmac-sha256         15.10k       49.33k      123.71k      206.17k      249.08k
rc4                117.24k      381.34k      878.93k     1315.01k     1539.44k
xtea-cbc             2.49k        6.48k       12.80k       33.00k       44.48k
aes128-cbc           1.61k        4.01k       22.97k       78.55k      205.01k
aes192-cbc           1.34k        5.13k       20.91k       69.45k      172.43k
aes256-cbc           1.48k        5.63k       18.87k       63.45k      150.39k
blowfish-cbc         2.77k       10.81k       42.28k      140.27k      343.05k
des-cbc              2.53k        9.73k       35.20k      124.84k      624.88k
3des-cbc             2.50k        9.72k       35.61k      115.21k      253.42k

The library has not been optimized for speed, and those numbers could probably be improved.

They both have minimal or none ASN.1 support which I will need but I can port much of this from my favorite Java/C# crypto kit from the legion of the bouncy castle of which I was happy to find was a substantial base for this kit.

Whatever you do don’t send any type of message from your crypto kits with aes 256 cipher and sha-256 hashing to Iran from the US. 🙂

AS3 2D Physics Engine Motor Physics Released (Motor2)

Great news! Polygonal Labs has released the long awaited Motor Physics engine. It is now called Motor2.

UPDATE: Now hosted at Google code

Project hosted at code.google.com/p/motor2
License: New BSD License

After the port of Box2DFlashAS3 appeared the fate of Motor Physics engine was unknown. But with time and just before the stroke of midnight on the final hour of 2007 Michael Baczynski released Motor2 2D physics engine on the world.

This now gives us, count them, FOUR AS3 Physics engines that were released in 2007 in order of release.

Be sure to check the demos of Motor Physics:

To get the source head on over to the blog and in the post it is in the first para.

Currently you can get the source for the preview here.

Polygonal always has such great information and demo write ups the source link gets lost in there. Hopefully this will be at Google code soon or a public SVN. The code looks great and there are optimizations in there but even those are elegant.

With 3 excellent flash as3 3d engines (papervision3d, away3d, sandy), 4 physics engines, lots of great utilities like FZip or ASZip, AlivePDF, Red5, haXe etc etc. 2008 is looking like it will be a great year for performance, optimization and gaming/app platforms on the web like never before seen. I am most looking forward to the coming gaming market for flash, lots of possibilities. With the added competition from Silverlight, much innovation will happen here.

It is great that Motor2, which has a great author and dedicated to performance has joined the physics engine scene, not only that posting on new years eve. Thanks to all that make the flash platform possible of creating excellent new fun and useful tools.

UPDATE: Now hosted at Google code

Project hosted at code.google.com/p/motor2
License: New BSD License

Flash App Photo Editor Picnik Integrated with Flickr

Picnik is an excellent application that makes believers out of RIA skeptics made with Flash/Flex.   Today Picnik is now integrated with Flickr bringing user friendly photoshop essentially to the masses

This is a pretty interesting market direction as more photo companies like photobucket and flickr add to the competition for photo editing. As flash based uploads, photo editors, word processors, presentation creators, conference systems, office apps, planning apps and many others all over the web does this mean the services model is really here and RIA is not just a fad?

The model of software is changing, again. The one competitive edge that web applications, and specifically RIA apps have over desktop is that many desktop apps are bloated, have legacy evolution that caused heavy, busy interfaces and absolutely no abstraction of the possible user level in many cases. Web applications are for a broad audience so these applications will see many benefits in making simplified versions of applications for lower skilled users, and then for advanced users more features.

The model is entirely different. They also have the ability to embed in sites like flickr, photobucket, social networks, office product offerings, small business servers, etc.  They could even compete on these sites.  The install base will not be millions of client computers but networks and clusters of users at online places and services.

This was a dream with ASP applications and software as a service.  The problem was before RIA some of the limits of the web were preventing web apps from overtaking and beating out the features of desktop apps. RIAs and the web, web services, user controlled  environments are changing the way software is used. is   We aren’t entirely there yet but RIAs are reviewing their schematics, late at night, and are slowly taking over the software world and changing the model.  Like a ninja is Picnik.

Regarding Picnik, I can’t say enough about the simplicity, clean design that they have pulled off here.  The website and application have an identical brand.  The application is extremely responsive and acts like html sites would when it comes to text and forms. The integration of services, webcam, all filters in flash, on and on.  They really have a great team and it seems like they are both a great product team but also have the right quality. The new market is extremely agile, the paradigm is shifting.

AS3 Papervision 2.0 Alpha (GreatWhite)

Only a year after release Papervision is getting a major update to 2.0.

Get it while it is hot from the SVN server on google code: http://papervision3d.googlecode.com/svn/trunk/branches/GreatWhite

Papervision3D, launched a year ago, really sparked the AS3 and flash/flex world and inspired every flash guru I know into working on this code. There have been some great tools made and some fwa’s won but it is only the beginning.

I am mostly looking forward to performance enhancements, ascollada integration, culling and Andy Zupko’s 2d bitmap effects on 3d.

New features:

  • Faster!
  • ShadeMaterials
  • Shaders
  • ASCollada (animation support)
  • Frustrum Culling
  • Multiple Viewports (3d editor anyone?)
  • Render to Scene
  • and more!

SVN server and branch:

We do indeed like to ride the racecars!

New AS3 2D Physics Engine Box2DFlashAS3 Based on Box2D for C++

Another great new 2D physics engine for AS3 has been released called Box2dFlashAS3 that is based on the excellent kit Box2D for C++. It has been a busy year for physics engines in AS3. FOAM was released this month, APE, the highly anticipated Motor Physics from polygonal labs and plenty more still I am sure.

The Box2dFlashAS3 version has some great demos available on the site that show, use the arrow keys to move to the different demos highlighted here.

  1. bridge
  2. ragdolls
  3. compound shapes
  4. rube goldberg / domino / tank tracks etc
  5. stacked boxes
  6. slider crank / piston
  7. pulleys
  8. gears

Box2DFlashAS3 is an open source port of Erin Catto’s powerful c++ physics library Box2D. Cycle through the demos to see some of the features.

Full source code for the engine and examples can be downloaded from the project’s sourceforge page found Here.

This kit is nice because it mimics Box2D for the crossover and ability of developers to use it in C++ and Flash AS3 moreso than other kits. It looks good and performs well except for a memory or FPS pause I get intermittently.  The demos are already inspiring many uses of the features highlighted for games and effects.

Sandy3D and Red5 Server Attack! – Sandy 3.0 Final Released for AS2 and AS3

Sandy 3.0 was released today. To go along with that a RedSandy (Red5 and sandy demo) has also been released. Sandy is the original 3d flash engine that was around before Papervision3D and Away3D and all the others. Sandy3d is an excellent library and it has many features that others do not have well particularly in the easier control of objects and importing all types of files such as ASE, WRL and 3ds in addition to COLLADA which other 3d engines like PV3d and Away3d support although it has been slower in the past 3.0 may change that.

Sandy 3D engine main features are :

  • Flash player 7 to 9 compatibility.

  • Both MTASC and Macromedia compilers compliant for AS2 and Flash CS3 and FlexBuilder for AS3 versions.

  • Several 3D primitives, allowing fast and parameterized object creation without any 3D modelisation knowledge.

  • Advanced and easy object management allowing some fantastic possibilities during your creations (scaling, rotation, translation, tween, etc.)

  • Advanced camera management ( rotation, motion on linear or bezier-curve path, movements, etc.)

  • Complex object loading thanks to the .ASE and .WRL files parser , but also Collada and 3DS files for AS3, (files generated by several 3D object modeling packages such as 3D Studio Max or Blender)

  • Material system to easily change your objects appearance. Several material are available allowing to create transparent faces, bitmap texture and video texture as webcam video stream.

  • Managment of Flash filters bringing some very nice visual effects

Red5 is the best multi-user media server out there right now and it is built with Java.

The cool and probably most interesting part is Sandy combined with Red5 to create multi-user environments in 3d for flash. There have been experiments with this and many attempts at this and is being done but an open source kit that does this is very helpful and these are two great flash toolkits in Sandy and Red5.

Get your game on!

Getting started video with Sandy 3.0 with a wise robot

AS3 2D Physics Engine FOAM Demos and Sources For Semi-Realistic Physics, Euler + RK4 Comparison

Drew Cummin’s FOAM is a great flash as3 2d physics package that can be integrated quickly and get started with realistic physics in 2d flash apps and games. I have been playing with this since FOAM’s release last week and putting together some tests to show, comparing with APE and really looking forward to polygonal labs Motor Physics to add there.

Three excellent physics engines (FOAM, APE and Motor Physics) for flash in AS3 already. Basically at flash9 player/avm2 market saturation (it is now available to develop on in over 94% of market) is showing the power of the ES4/Javascript2 based Actionscript3 language and how it is inspiring developers to new levels of interest/inspiration. Then again haXe can target them all but I digress.

FOAM was recently released but the author Drew Cummins is showing very good support for the toolkit and released a plethora of goodins to support this great kit, bug fixes, samples, docs and some realistic physics demos as well as in depth walkthrough of creating a force generator and comparison of the Euler and RK4 equations used in that process and their differences (Euler being less correct due to the factors of the platform and intervals and environment, RK4 more correct but more expensive to run)

If you are developing realistic physics in flash games or apps this toolkit is a great source of inspiration.