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]

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