WAY COOL GUYS! thanks!

On Sep 27, 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]

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