YES! AWESOME WORK!

Thank you!

On Sep 28, 9:29 am, Ian Stokes <[EMAIL PROTECTED]> wrote:
> 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] Hide quoted text -
>
> - Show quoted text -

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