as3isolib Actionscript 3 Isometric Library for Flash/Flex

as3isolib is a great isometric library for actionscript 3 by Justin Opitz.  This is a lower level isometric library that could be used in building your own isometric gaming engine or learning more about the popular isometric view in games or other flash content.

From building basic blocks…

To constructing sprites and objects with individual iso objects with their own bounding boxes.


This sample shows a two piece tree, a common issue with sprites in isometric is where to slice them up.  This sample shows a tree with the leaves able to be in front of a character so that you could walk under the tree and be in front of the trunk but covered by the trees.  Essentially height is respected.

Sample code for the tree tutorial:

package
{
        import as3isolib.display.IsoSprite;
        import as3isolib.display.primitive.IsoBox;
        import as3isolib.display.scene.IsoGrid;
        import as3isolib.display.scene.IsoScene;

        import flash.display.Loader;
        import flash.display.Sprite;
        import flash.events.Event;
        import flash.net.URLRequest;

        public class IsoApplication extends Sprite
        {
                private var scene:IsoScene;
                private var assets:Object;

                private var loader:Loader

                private function loadAssets ():void
                {
                        loader = new Loader();
                        loader.contentLoaderInfo.addEventListener(Event.INIT, loader_initHandler);
                        loader.load(new URLRequest("assets/swf/assets.swf"));

                }

                private function loader_initHandler (evt:Event):void
                {
                        buildScene();
                }

                private function buildScene ():void
                {
                        scene = new IsoScene();
                        scene.hostContainer = this;
                        scene.container.x = 200;
                        scene.container.y = 200;

                        var treeTrunkClass:Class = loader.contentLoaderInfo.applicationDomain.getDefinition("TreeTrunk") as Class;
                        var treeLeavesClass:Class = loader.contentLoaderInfo.applicationDomain.getDefinition("TreeLeaves") as Class;

                        var grid:IsoGrid = new IsoGrid();
                        grid.showOrigin = false;
                        scene.addChild(grid);

                        var s0:IsoSprite = new IsoSprite();
                        s0.setSize(25, 25, 65);
                        s0.moveTo(50, 50, 0);
                        s0.sprites = [treeTrunkClass];
                        scene.addChild(s0);

                        var s1:IsoSprite = new IsoSprite();
                        s1.setSize(125, 125, 100);
                        s1.moveTo(0, 0, 75);
                        s1.sprites = [treeLeavesClass];
                        scene.addChild(s1);

                        scene.render();
                }

                public function IsoApplication ()
                {
                        loadAssets();
                }
        }
}

current features

  • simple scene creation
  • 3 primitive types
  • base class for displaying user-created content
  • plenty of styling option on vector based primitives
  • integrates well with a variety of tween engines
  • standard 3D isometric positional sorting

So get busy building the flash version of roller coaster tycoon…

Advertisements

AS3 Zupko’s Reflections and Shadows with Raycasting in Papervision 3D

The Zupko show continues with reflections in Papervision 3D [demo].

Be sure to check out the shadow demo that this is based on:

After posting my shadow experiment, Patrick Matte posed a question wondering if I would be able to do real-time reflections in a similar manner. The next day I had it done, along with some nice iterations along the way: orthographic and perspective projection (I can release those later if anyone really wants them). I’ve been sitting on it every since and finally decided I would take the time to write a little description into how its done and give the code to those who are interested (and I fixed up some code for backface culling in the reflection this morning).

Papervision 3D 2.0 Breaking Changes on Object yaw, roll, pitch

UPDATE: See comments and papervision list for revert of this change.  You can now use localRotationX, localrotationY and localRotation Z instead.  yaw(), pitch() and roll() are back by popular demand.

Hi List,

Sorry for this confusion, but we decided to revert back to pitch(
angle ), yaw( angle ) and roll( angle ) methods.

There are three new getter / setters now though:

do3d.localRotationX
do3d.localRotationY
do3d.localRotationZ

So:

pitch( 30 ) would be the same as doing localRotationX = 30;

Note that  localRotationX / Y /Z are rotations relative to the
rotation as set by rotationX / Y / Z.
Also note that after do3d.lookAt() localRotationX/Y/Z will be resetted to 0

Tim

ORIGINAL POST:

Papervision 3D 2.0 Alpha has been undergoing lots of changes and one you might want to know about is the object yaw, pitch and roll change.  Thisis changing on how you access them but only slightly.  This is good because you an read and write the values on the object not just set them. Per the papervision list from the man Tim Knip:

On many users request:

DisplayObject3D‘s methods pitch(), yaw() and roll() are now getters / setters.

Usage:

do3d.yaw = degrees;
do3d.pitch = degrees;
do3d.roll = degrees;

var myYaw : Number = do3d.yaw;

This means these values are now ‘absolute’ values instead of previous
‘relative’ values as in deprecated do3d.yaw( 1 );

Let me know any issues (as I’m sure there are…)

Tim

This only affects the latest and greatest revisions of papervision but is definitely a good change.  It is good to make changes that make more sense without worrying about breaking changes.

Google Tech Talk: Simple interactive 3D modeling for all – VideoTrace

3D models from basic video… This can be huge in all sorts of ways.  For exponential growth you need to go virtual.

  • This is a technology called VideoTrace from Australia
  • The Siggraph paper describing VideoTrace is available here (pdf 6MB)
  • Larger videos available here, with a more compressed version here.

A Peek into the AS3 and AVM2 Virtual Machine and ‘Elastic Racetrack’

AS3 Flash 3D Engine Alternativa Platform Drops A Nuke – Isometric and FPS

This will blow you away. Found first via mrdoob (with quantum rss reading capability, before the message is concieved mrdoob is there).

Alternativa Platform, previously Alternativa Game, launched their Alternativa Platform milestone 1 and really one demo would have been enough but there are some great demos there that literally put them what appears a couple laps up on the 3d FPS style engine in Flash.

The engine is highly optimized and smooth, heavy on the processor, but using the ‘t’ key you can see some nice revealing triangle rendering. Also, playing with the field of view adds for some nice game effects. (try jumping on the fans in the half-life like room in the first demo)

Check the textures

See the Matrix

Get superpowers

From Above, Isometric

Here is what is to come from the platform:

Congrats to the Russian based Alternativa Platform, the world is watching.

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.