Congrats you guys! That is a huge release! With the download link the Demos and Source link to the same Away3dDemo zip file
thanks for the hard work. eDdie On Sep 27, 4:01 pm, "Iman Khabazian" <[EMAIL PROTECTED]> wrote: > Congratulations on your huge release! > > I was just wondering, in regards to the triangle caching logic, did you > consider caching the triangle in cases where the object and camera both move > but move the same way. > > Again congratulations, the feature list seems extremely impressive and > useful. > > thanks, > Iman > > On Sat, Sep 27, 2008 at 2:46 PM, Rob Bateman <[EMAIL PROTECTED]> wrote: > > 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
