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…

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.

Blender to .as3 Exporter for Papervision 3D, Away3D and Sandy3D Updated

If you are exporting from blender to actionscript directly so you can get your models into flash as script you can use the Blender to .as3 exporter which so kindly supports all flash 3d engines currently Away3D, Papervision3D and Sandy3D.  Dennis Ippel made the Blender exporter a while back but the update supports papervision 2.0.

The benefits of COLLADA are nice but there are so many differences that you can run into trouble.  With the exporter it is a direct faces and vector export without all the bloat of DAE/COLLADA xml.  This works if you are only developing for flash and dont’ need to use the models in other platforms/systems/engines that aren’t in flash.

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).

AS3 Plinko with APE 2D Flash Physics Engine

I rarely mention stuff I have worked on here but I got a chance to use APE and AS3 on the online Plinko game at the site for the Price is Right videogame for the famed pink Plinko Board.  Who doesn’t love Plinko?

I did the programming on this back when I still worked at emarketing/prizelogic.

I will be featuring a small iteration to APE with draggable particles and how I did it.  In the end I didn’t use the draggable particles but they are fun (i ended up changing my collision/border particles after testing).  I ended up controlling the drop location by swapping out a wheel particle after they dropped it.  So that it got the famous Plinko disc bounce and roll.

Why did I use APE? Well it is the least complex physics engine.  I started off with Box2dFlashAS3 and will post that one maybe as well but ended up going with APE mainly for integration it was easier that it was a less intensive codebase.  Box2DFlashAS3 can scare non C++ coders with it’s style let alone AS2 coders moving to AS3.

It is slower with all the other animation going on in the site but you can also play on my server here just the Plinko part.

Can you get 10,000?

AS3 Library and LibraryManager for Assets and Other AS3 Utilities

Tink posted a great library manager for using external assets in your flash projects. When you start getting deep in projects you end up either having to roll your own that might end up being project specific, or you can just grab this from Tink and it is nice and standardized now for you.

Here’s and example of our Library & LibraryManager classes that we use in some of our Flex and AS 3.0 projects to manage our external assets stored in SWF’s.

The classes enabled you to create multiple libraries of embedded (retaining and giving access to code) or loaded SWF’s.

You can create instance of Library wherever you want, but you can also create them through the LibraryManager giving you a single class to gain access to all your Library instances.

As you develop more and more flash/flex projects with AS3 these types of utilities come in handy. Another that comes to mind is Arthur Debert’s BulkLoader and polygonal labs Data Structures for Game Developers that are all great kits.

Add Tink’s Library and LibraryManager to your arsenal today! Thanks Tink.

Adobe Opens Flash Format Specifications for SWF, AMF and Flash Video FLV (Open Screen Project)

Adobe is taking the inside lane in the industry it seems with the Open Screen Project. What does this mean? It seems like SWF and FLV formats are now largely open and licenses removed. With the XFL format possibly on its way (probably based on mxml) to replace closed .FLA files it is pretty clear that Adobe and Flash will see a large uptick in the mindshare. As well as looking to create a broader mobile platform for the flash player.

The Open Screen Project will address potential technology fragmentation by enabling the runtime technology to be updated seamlessly over the air on mobile devices. The consistent runtime environment is intended to provide optimal performance across a variety of operating systems and devices, and ultimately provide the best experience to consumers.

To support this mission, and as part of Adobe’s ongoing commitment to enable Web innovation, Adobe will continue to open access to Adobe Flash technology, accelerating the deployment of content and rich Internet applications (RIAs). This work will include:

  • Removing restrictions on use of the SWF and FLV/F4V specifications
  • Publishing the device porting layer APIs for Adobe Flash Player
  • Publishing the Adobe Flash® Cast™ protocol and the AMF protocol for robust data services
  • Removing licensing fees – making next major releases of Adobe Flash Player and Adobe AIR for devices free

This is big. It has mutiple prongs. Adobe would like to make Flash a common mobile standard, hrm no Apple on this list (it is probably a slight move there against that).

Adobe would also like to continue their lead of web video. And they finally are recognizing the closed format of SWF is not as desirable as an open one, there is still considerable control for Adobe over the player. But they get insights and contributions from many large companies to help make it work on their platform, engraining the format further. The providers, especially mobile and internet tv, will want to provide good user experiences to compete with the iPhone and regular T.V. respectively. Flash being open helps both of those markets.

Adobe is also moving further to open source key formats and technologies like the recent Flex 3 SDK and now the AMF format which was a roadblock. This is probably good news for servers like Red5 and also many other media servers and remoting services in many more place. AMF is particularly nice because it is a binary, extremely compact and limited bloat format. Without it being open it loses much of its benefit as a standard. Being open and a further crunching from the XML bloat services, this can be very good for many reasons such as throughput and faster services, apps and games with remote data.

Another reason is the desktop market. They want Flash to work flawlessly on Linux but they don’t’ have the manpower for a 2% market share. So this is a very smart move for the desktop players (AIR, and Linux Flash).

The only thing that partially makes it scary is the line up, Sony, Verizon, etc. As long as these are contributors and not partners in DRM crime then we have something. Hopefully they are in it to make better entertainment and mobile platforms cheaper.

Being able to peer into the code and a move to allow better open integration makes it a better platform, where better stuff can be built on top of that. Let’s hope it is done right. Everyone is making Apple look really closed and locked down lately.

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.

PyAMF 0.3 Released and Sample on Google App Engine

A great Action Message Format (AMF) remoting kit for server side for the pythonistas is pyAMF, they recently released PyAMF 0.3 and have a sample running up on Google App Engine. There is also a tutorial for getting PyAMF running on Google App Engine. Aral Balkan got this running as well.

Features of pyAMF currently:

More on the PyAMF library:

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.

3DS Parser Added To Papervision From Away3D

Good news, I meant to post this a few days ago last weekend Tim Knip added 3DS parsing support to Papervision3D. Here is the thread with the quick howto.

Thread in nabble

Added a simple 3DS parser to the Great White trunk.
=> org.papervision3d.objects

.parsers.Max3DS

…USAGE:


// where to find textures
var textureDir:String = "./images/";  // use a trailing slash!

// optional materialsList
var materials:MaterialsList = new MaterialsList();

// the 3DS file
var fileName:String = "[path-to-3ds-file]";

// load it!
_3ds.load(fileName, materials, textureDir);

// add to scene
scene.addChild(_3ds);

Also, one other golden nugget is Den Ivanov’s newest demo with Papervision portals! This is a very smooth demo, be sure to enter into the portals to see the seasons change.

Also here is a  non papervision 3ds parser.

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.

TweenMax Bezier Tweening Released for AS2 and AS3 by Jack at GreenSock – And List of Animation Kits

TweenMax (Speed Test) has been released that adds a main feature missing from GreenSock’s offerings in tween animation libraries and kits over Tweener. That is the bezier curve tween. Tweener is very popular for use in PV3d and AS3 due to the bezier curve and Zeh’s great example that is really the base of a possible 3d editor. TweenMax now adds this and bezier tween capability for the GreenSock animation libraries.

Tweener and TweenLite have become the micro animation kits as well as micro kits you can make with Go base kits. TweenLite, TweenFilterLite and TweenMax divided up into different kits allows it to be embedded for banners or small assets easier if you don’t need the filters or other advanced tweens (this comes into play heavily with large games and asset collections when the compiled SWF each need the library). Tweener packs all features into one kit for simplicity. GreenSock kits are divided up for need. The comparison together is about the same but for basic tweens TweenLite is only 2k.

Performance is one area that the kits from GreenSock have really shined and since the addition of the speed tests and benchmarks it has become a great focus on showing how the open source kits are much better than bloated included animation calls in Flash and Flex defaults. I think all the kits have niches that they fit and Tweener and TweenLite are just very simple to use which adds alot to an animation kit success.

List of Animation Kits for AS3 (some for AS2 as well)

If you are using the Flex of Flash default animation classes, I am sorry…

AS3 Flash Isometric Game Engine Released – FFilmation 1.0

The FFilmation AS3 Flash Isometric Engine has been released into the wild.  Jordi Ministral has been generous to watch his creation grow and evolve with the help of the open source community and the flash community is one of the best open source communities out there even though the core (adobe flash) is still closed. Open sourcing is one of the best ways to market test your skills really and this engine has much anyone can learn in making isometric engines for flash. You can see our first post on this great engine here.

Here’s a peek at the classes in the API:

http://www.ffilmation.org/docs/api/1.0/class-summary.html

All Classes

BumpMap
fAiContainer
fCamera
fCharacter
fCollideEvent
fElement
fEngine
fEngineMaterial
fEngineSceneRetriever
fEventIn
fEventOut
fFloor
fGlobalLight
fLight
fMaterial
fMoveEvent
fObject
fOmniLight
fPlane
fProcessEvent
fRenderableElement
fScene
fSceneLoader
fWalkoverEvent
fWall
line
mathUtils
movieClipUtils
polygonProjection
polygonUtils
Vector
vport

Get your game on!