Great Work guys. Collada and path animation is awesome a nice feature. This is the best news since 3D Texture painting in P/Shop CS4.
Great Demo, Bateman Bridge, LOL. Thats really cool. Keep it up Away Team. On Sep 27, 10:46 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]
