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

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