Cheers guys. Corrected. Rob
On 9/28/08, Rudolph Thomas (TIGME.COM) <[EMAIL PROTECTED]> wrote: > > There is a typing error on this page: > http://away3d.com/downloads > away3d sources <- This link is point to the wrong file it should point to: > http://away3d.com/download/away3d_2_2_0.zip > away3d demos > away3d tests > getting started > > > Thanks for the hard work... > > Kind regards .. Rudolph Thomas [EMAIL PROTECTED] www.tigme.com > www.carrara3d.co.za > -------------------------------------------------------------------------------- > P.O. BOX 442 KLEINMOND 7195 SOUTH AFRICA [P] 028 271 5450 [M] 082 254 3927 > [F] 088 028 271 5450 > ----- Original Message ----- > From: "paullaster" <[EMAIL PROTECTED]> > To: "away3d.dev" <[email protected]> > Sent: Sunday, September 28, 2008 6:37 AM > Subject: [away3d] Re: Away3d 2.2: the Motherlode > > > > 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 > > -- Rob Bateman Flash Development & Consultancy [EMAIL PROTECTED] www.infiniteturtles.co.uk www.away3d.com
