haXe 2.01 Now with Flash 10 Support

Photobucket

Nicolas Cannasse has released haXe 2.01 that now has flash 10 support with a simple switch including the new Vector class.

Another very good news is that haXe has now complete support for Flash 10.
You only have to use -swf-version 10 as commandline parameter to be able to access the new Flash10 APIs (don’t forget to install first the FP10 from labs.adobe.com).

I think it is very possible for haXe to catch on big time, but it takes time as stated. Just remember that Python was worked on almost solely by Guido van Rossum for about 5-years, and then 10-years later it was picked up by Google heavily and the rest is history.  I think it takes 10 years for anything to really catch on from standards to languages.

code_swarm – Python from Michael Ogawa on Vimeo.

AS3 FVorbis Flash Ogg Vorbis Player

This project is stacked with cool, but is also useful, an ogg/vorbis player in flash/as3.  Arek Korbik at barelyfocused implemented a port for a pure Ogg/Vorbis audio library called FVorbis.  Check out the demo (need flash player 10). Groovy.

The name is: FVorbis. Which stands for more or less “Ogg and Vorbis in Flash”. That’s right, pure ActionScript 3 implementation of the Ogg and Vorbis libraries that require no kind of native support from the Flash Player. A simple Vorbis player implemented using the new FVorbis lib compiles to about 46KB SWF file. And that’s it.

To top it off the code is actually written in haXe, a favorite of the flasherati. This version was iterated from the Cortado’s JOrbis code.

Ogg Vorbis is a great open source audio format which is widely popular in game engines such as recent tools like Unity3D (which will be launching their iPhone dev kit on Oct 22 btw but I digress), so it is great to see it starting to appear in flash. Thanks Arek.

Physaxe 2D Flash Physics Kit for haXe and List of Flash Flex Actionscript Physics Engines for AS3

Nicolas Cannasse, a virtual machine genius (maker of MTASC compiler, Neko and haXe (haXe compiles to target flash 6-9 but really only flash 9 is used anymore unless you are making banners)) released the Physaxe 2D Physics kit for haXe today.

It is heavily based on Glaze (demos) and Box2D which the Motor2, Glaze and Box2DFlashAS3 physics kits are all based on. Box2D is a great C++ 2D physics engine, it is simple which lended itself to being ported to AS3 quite easily. It is also a testament to AS3 that C++ kits are being ported into the language, not once, but many times. Also C ports like Chipmunk and other signs point to == AS3 is of fun.

Physaxe is quite amazing you must see the demos (very similar to Glade demos), it will get the inspirational wheels turning in your idea machines.

2D Physics in Flash and AS3 are extremely hot and can be used for many, many things from game development to promotions to simulations to user interface or visualizations and even modeling natural systems. It is nice to have a port of Box2D and similar to glade capabilities with Chipmunk like Glade has.

A game and physics engine for Flash including:

  • Rigid Body Dynamics
  • Scene management
  • Line of sight
  • User Input
  • Scrolling
  • AI

Core parts of the physics solver and collision system are based on the C physics engine Chipmunk

Notes about Physaxe:

Physaxe is a 2D Rigid Body Library written in haXe. It’s been highly optimized for the Flash 9 Player, with the best optimizations available.

Physaxe is based on several existing physics engines, mainly :

  • Box2D, the reference open source physics engine
  • Glaze, an AS3 engine which is a port of Chipmunk, itself based on Box2D

Physaxe features are :

  • rigid body consisting in several shapes
  • shapes supported are circles, segments (with rounded edges) and arbitrary convex polygons
  • customizable broadphase (currently bruteforce and y-sorted list are available)
  • island resolution and sleeping (allow ~0 CPU to be spent when groups are sleeping)
  • constraint solver based on Box2D sequential impulses
  • customizable body properties, such as linear/angular friction and maximized motion

Updated list of physics engines are like this:

AS3 3D Physics Engines (Open Source)

AS3 2D Physics Engines (Open Source)

haXe 2D Physics Engines

Get your game on! It is best to get them out early and often. I need to take my own advice.

AS3, Convert Python Code to Flex AS3 with flex-pypy

I have officially been sucked into the Python vortex. I recently have really been digging IronPython, Jython and good old plain Python but have not ventured here yet. Google (They employ Guido), Microsoft (IronPython) and Sun (Jython) are all becoming infected pythonistas as well. But this is just too cool, Python to AS3 code with flex-pypy. This project is very young but could be fun, source at Google Code.

Haxe has a similar premise where it can compile to Flash6-9 versions of actionscript 2-3 which makes for a system with better reach. Python code for this is lots of fun and very flexible. Python is becoming a baseplane language and one great language for transcending platform lock-in.

Check out this snippet pulled from here (click to see sample game)

#/usr/bin/env python
“””
This simple example has very little to do with the pygame
chimp example, except that it will act the same (more or less)
and it uses the same resources, only they got converted to
mp3s, pngs.
“””

#Import Modules
from pypy.translator.flex.modules.flex import *

class MyRect:
def __init__(self,x,y,w,h):
self.x, self.y,self.w,self.h = x,y,w,h

SCREEN_W = 468
SCREEN_H = 60

class Game:
def __init__(self):pass

def init(self,screen):
self.screen = screen
screen.layout = ‘absolute’
screen.setActualSize(SCREEN_W, SCREEN_H)

screen.addEventListener(‘mouseMove’,mousemotion)
screen.addEventListener(‘enterFrame’,do_loop)
screen.addEventListener(‘click’,chimp_whip)

self.bg = load_sprite(“py_background_png”);
self.screen.addChild(self.bg)

self.chimp = load_sprite(“py_chimp_png”);
self.screen.addChild(self.chimp)

self.orig_y = self.chimp.y

img2 = self.fist = load_sprite(“py_fist_png”)
self.screen.addChild(img2)
img2.move(400,img2.height/2)
self.move = 1
self.spin = 0
self.hit = 0
self.hit_move = 1

self.sfx = {}
self.sfx[‘whip’] = load_sound_resource(“py_punch_mp3”)
self.sfx[‘nohit’] = load_sound_resource(“py_whiff_mp3”)

def loop(self):
img = self.chimp
if self.spin:
self.spin -= 1
img.rotation = self.spin*24
else:
img.x += self.move * 8
if img.x > SCREEN_W-img.width:
self.move = -1
if img.x < 0: self.move = 1 if self.hit: self.hit -= 1 self.fist.y += 6 * self.hit_move if self.hit SCREEN_W - img_halfw: newx = SCREEN_W - img.width if newx img.x and e.stageX < img.x+img.width: game.sfx['whip'].play() game.spin = 20 else: game.sfx['nohit'].play() def flash_main( x=1 ): game.init(castToWindow(x))[/sourcecode]

haXe Video 1.0 Released


haXe, one of the coolest and most versatile languages and platforms of today just released something to add to the already amazing feature set of haXe.  Nicolas Cannasse has posted about releasing haXe Video 1.0. I have been engulfed by Red5 for a few weeks and this could not have come at a better time for fun.

haxeVideo is an opensource video streaming server entirely written in haXe.

Features of haXe Video 1.0:

  • FLV streaming using RTMP protocol
  • Webcam and Microphone recording to FLV file
  • Live streaming for web conferencing
  • light and fast scalable server
  • only 50 KB of server source code : modify whatever you need !

Links

MosesProposes: Standardizing Animation and Motion Kits for Flash, Flex, After Effects, Javascript and I add Director and haXe

The Proposal

Moses, the maker of FuseKit, is hoping to influence Adobe product lines to include a common base for animation and motion going forward. Currently the AS3 world is very alive and is inspiring developers like myself to build lots of toolkits and really creating reusable code and kits that can make things very easy from going to Flash to Flex. But wouldn’t it be nice if a part of these kits that have to be downloaded every time you have an application use them be part of the native Adobe applications, or a core animation kit that partially standardizes animation basics to build upon further?

Are we just asking for trouble or is this a good idea? I don’t’ think it can hurt to bring this to the surface. I know that common syntax and familiar kits can really help the developers and designers move from Flash to Flex to After Effects to Javascript, it could also help Adobe with usage and usefulness of their entire suite of products. Or further this could be a standard that allows Silverlight to also build upon (open standard) and may the best platform win.

I think it would be very wise for Adobe to:

  • Standardize animation toolkits across their products and
  • Start standardizing some of the basic tools of building motion and filter kits to native but still allowing a flourishing open source and community research and development aspect.

What MosesProposes:

Moses did speak with someone at Adobe about this and it is generally in the plans:

“It was also a pleasure to see Richard Galvan present the upcoming crop of Flash features: the sleek update to the animation timeline (better late than never?), support for columnated flowing text (double finally!) and the big one, native 3D player support for Display Objects as rotatable 2D planes. He ran out of time and didn’t get to a few others shown at Adobe MAX, such as built-in IK (inverse kinematics) and faster pixel-level drawing for texture-mapping and photoshop-like filter effects.

Talking to him after the presentation I learned that Richard has a keen awareness of exactly where each feature is at currently. We chatted about low-level animation mechanics of the Flash Player, and I found out that the holy grail of a time-based player is indeed on the distant horizon, but that each rev will need to be a small step toward this goal. The new Flash timeline features meld After Effects, Premiere and Live Motion, and from what I’ve seen I have to say that they are nailing this long-overdue upgrade with great design decisions and a level of usability we’ve never seen in Flash. Kudos, team!”

The Current Situation

Right now Tweener and TweenLite (and animation package and a few others) have a unique position in that they work the same almost for AS2 and AS3 (Flex or Flash – with minor property changes such as _x to x as that has changed in AS3). But it would be nice if these kits also had a version for After Effects (really bringing that tool into Flash/flex developer worlds) and Javascript and it would be great if Silverlight also were supported (AgTweener anyone?).

Tweener is leading the pack in this aspect of creating a similar experience from AS2 to AS3 in Flash and AS3 in Flex and even JSTweener for Javascript, and a kit for haXe which is becoming my favorite toy and the dark horse with the most upside potential, with haXe on the loose these points may all be moot as haXe can target any platform (except After Effects easily, correct me if I am wrong and Silverlight but it could easily be done so to do it for Silverlight 1.0 which is ES3 based).

I don’t use After Effects as much right now but if I could easily incorporate this into Flash/Flex and script and animate in a similar syntax and way I know After Effects would definitely have a boost in interest.

Also, the forgotten one Director, can we please get an ES4 based language in that application, or an update? Then kits and add-ons are much more possible. I really miss hardware accelerated 3d in browser as a pushed technology, Director is still around but it does not get the focus it needs. Feel the freedom and coolness just in this small test here in director, hardware accelerated 3d is the best, the Director application environment and Lingo and hacked in javascript are not the best. As a long-time Director user, hobbyist and professional I am disappointed in Director’s support at Adobe thus far, but I digress.

The Reality

The reality is right now the only problem with kits like Tweener, TweenLite, Tween, mx.transitions, mx.motion, etc is that the source has to be embedded in movieclips multiple times. Sometimes there are multiple animation kits per compiled SWF that have to be used for more advanced features. This adds bulk that if common might not need to be there (this comes into play still on mobile and large games/apps).

Let’s say you have an application that pulls in many disconnected SWFs and they all have animation in them, well if you have 20 of these let’s say, and you embedded a very small Tweener at 9k per SWF. That is about 200k of duplication of AS code. Due to the kits small sizes this is not a problem really but when animation kits like Animation Package come into play, you are talking 40k per SWF which would leave you with almost a meg of just duplicated animation code. I don’t think this is that major of a problem for kits like Tweener (9k compiled) and Tweenlite (3k compiled) but as projects get bigger and more depth of animation platforms needed this can be a problem. This can also be solved in architecture with a controller and dummy SWFs to animate but there are times when you need animation in the compiled SWFs and then also need it in many others and the controller.

The other reality is the animation kits (mx.transitions.easing, mx.transitions.tween) for Flex and Tween for fl are a little bloated, more difficult than needed to use and as has been seen, much slower than kits currently available in the community. My one fear about this is that if Adobe makes this, possibly like Microsoft’s toolkits and libraries they put out, they are always bloated and slower, then because they are embedded they are untouchable. If it was standard enough as building blocks that are faster because they are native, then this is the best option as embedded script would be hard pressed to beat native code in the players/applications.

The Future Plans

Some of this is underway….

Animation kits for future, Adobe is releasing Flash 10 called ‘Astro’ that has many new improvements in tweening with xml closer to flex or even Silverlight like transitions and storyboards. Aral Balkan, a sponsor of OSFlash, posted on this and even that Diesel Flash CS4 will include more Tween tools for IK/bones. Tweener , TweenLite, Animation Package, Animation System etc these are all helping to define the best way to do animation kits.

Physics toolkits have their own animation kits currently usually to handle the movement according to algorithms. FOAM, APE , Box2DFlashAS3 (just released very recently will be posting more on this after I check it) and Motor Physics (unreleased but heavily demoed at polygonal labs) are great physics toolkits and I like this being part of the community to get refined, maybe one of them or the best performing ones becomes part of the proposed Adobe Animation bundle. These will define the best way to do physics kits.

3d in flash toolkits have also been emerging rapidly in 2007 with Papervision3D, Away3d based on pv3d, Sandy, and even engines starting to get built on top of these platforms.

The general direction is moving towards another platform in there somewhere but I think much work is left to be done to standardized physics systems, 3d and advanced motion filter tweens and bezier, splines (Catmull-Rom), editors, etc. I think it is getting time for basic animation kits to become more standard though and in latest versions of flash this is included in the flex and flash scripts but not the native code.

Right now the standard in syntax and the broadest reach is Tweener and due to the bigger fish syndrome, haXe that can target any platform, it also has a Tweener and can create code for as2, as3 and any target written in if After Effects, Premiere or other apps get more robust and standard animation and motion kits. Tweener has kits made and contributed for AS2, AS3, haXe, Javascript and others.

There is also Hydra and the AIF Toolkit that are standardizing After Effects and Flash shaders and filters into a new shader language like Cg and reminiscent of processing.org.

As humans we trial and error and build new platforms in the market to step on to create better platforms to build cool stuff, it is evolving right now. AS3 is inspiring platforms within platforms of Flash and Adobe kits as well as on Silverlight and in the Javascript world with JSTweener, jquery etc. As these things are refined we build a level standard platform to build more stuff on. Eventually this will be there and whoever does the standard platform for animation will probably reap in users and abilitty to easily add new products and solutions where people already have training. Silverlight is an example with .NET developers. .NET was also an example with C# so similar to Java. ES4 based AS3 has proven it is inspiring all types of new platforms and kits and will continue to do so and it is an interesting time in this industry whichever direction it goes.

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.