Thank you Away3d Team. I just quickly tested some things, and looked at rewritten examples and demos, and results are stunning. better, faster, stronger :P
thank you for your great work. On Sep 28, 4:33 pm, "Rob Bateman" <[EMAIL PROTECTED]> wrote: > 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.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]
