After a buildup possibly only matched by the splitting of the atom...

The Away3d team are pleased to announce the release of the 2.2.0 update to
the Away3d engine!

you can download the update from the trunk in the svn repository:

http://away3d.googlecode.com/svn/trunk

or go to the downloads section of away3d.com where a new zip file is
available:

http://www.away3d.com/downloads

plus all your favorite demos upgraded (with minimal fuss) to the latest
codebase.



Man oh man have we got features for you. Some more demos will be released in
the coming days to illustrate some of whats on offer, but here a brief (!)
rundown of the tastiest bits...


*Triangle caching

*So i'm sure everyone has heard of or seen the triangle caching available in
the Alternativa engine. Well, think similar, but about ten times as useful,
and your there! Triangle caching works by avoiding a redraw of an object if
neither the camera or object has been updated. In 2.2 caching is done
per-canvas, so objects in their own canvas will have their own triangle
caching. This is where the fun really starts, because virtually any scene
with a static camera that employs the ownCanvas property on it's objects
will benefit, and the system will allow stupid amounts of triangles to be
cached - tests have been done with 100,000 poly scenes without blinking an
eye.

*Collada bones

*This has been lacking in our feature set for a while now - but no more! The
bones importer is integrated into the collada importer, so you need know
nothing new in order to use bones in your project. The only visible addition
is the animationLibrary, which works in a similar way to the
materialLibrary. Many different types of collada file have been tested to
ensure a wide range of compatibility, plus collada bones objects can now be
cloned complete with their skeletons by using the new cloneAll() function.


*Pathextrude and pathanimator classes*

This is the last word in bendy generated objects. You want a road, a ribbon,
a railway? how about a bridge or tunnel? With pathextrude, this becomes
easy. Pathanimator can then come along and help you move an object along the
surface of your extrusions. If you haven't seen already, check out this
fantastic example of the system in action: http://www.closier.nl/blog/?p=77.


*Bounding boxes and bounding spheres*

One for the physicists, or anyone wanting to detect collisions between
irregular objects. The bounding system now available allows you to calculate
the bounding radius or box for any object. Not only that, but the
calculations will update in real time for any animations on the mesh or
child objects. A simple debug tool allows you to keep track of what's going
on by setting debugbb or debugbs to true on any object.


*Meshrenderer*

This has been talked about for a while, but the official name for it now is
the Projector. These classes are responsible for the step in between
projection matrix calculations and the render loop - the point where all
visible elements of an object are projected into drawing primitives ready to
be rendered. The projector classes do this in a number of default ways for
triangles, segments and sprites. However, you don't have to stop there! Now
you can create custom projector objects that can render in any way you want
- maybe just vertex information as scaled bitmaps, or a selection of faces
based on a defining property, or completely different drawing method for
segment objects... Demos to follow with this one!


A few more additions of note:

Simple shadows class
Obj exporter
Separated geometry classes
Corrections to multiple view interaction
custom renderer definition on ownCanvas objects
Fixed mirroring in 3ds files
Elevation2AS3 function
ElevationModifier class
Added non-destructive scaling properties on objects
non-destructive movePivot on objects


So while this has been a little longer than our usual month and a half
cycle, we hope this goes some way to explaining what the wait has been about


In other news:


*Conference!

*I will be giving a presentation on the features of Away3d, new and old, at
this year's Flash on the Beach conference in Brighton, UK. If you're
attending I hope you can make it - first session on day 3.. ouch! Let me
just say in advance that hangovers are welcome. Hope to see you there.


*Training!*

There is a new two-day training session being setup in London specifically
for Away3d called *Essential Away3d Techniques.* Arranged through the LFPUG
(http://www.lfpug.com) it will be running on the 22nd-23rd October, and at
only £235 should be within almost everyone's budget. We operate smaller
class sizes than some others to allow a more personal approach to training -
the class size here is set to a maxium of 15 people. Feedvack from previous
sessions can be see by reading the comments posted on the site:
http://www.lfpug.com/?s=3d+training.


As with any new release, bugs are only to be expected. We will be doing our
level best to rectify those reported as quickly as possible - if anyone does
experience problems, please report them etiher on the mailing list or in the
issues tracker in the googlecode repository:

http://code.google.com/p/away3d/issues/list


Enjoy the new release!

the Away3d Team




-- 
Rob Bateman
Flash Development & Consultancy

[EMAIL PROTECTED]
www.infiniteturtles.co.uk
www.away3d.com

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