Archive for the ‘Features’ Category

Flare3D Physics Engine (Beta)

Tuesday, December 20th, 2011

 

The waiting is over, Flare3D physics engine beta version is finally here. Let´s Solve some complex tasks such as mouse detection, mesh collision and many others! 

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Check out our Wiki (wiki.flare3d.com) there you will find everything you need to start using this engine. Explore online examples included in Flare3D, code snippets, utilities, experiments and advanced examples.

Are you new working with Physics? don´t worry, you don´t have to be Isaac Newton to create amazing physicalized developments. In our Wiki we go from the basics, explaining how to initialize a physics engine to how to control an avatar in a 3D map.

mesh2pool

During the process you will learn how to handle mesh collisions, primitives (how to create different kind of rigid bodies), understanding materials properties of a body (friction, restitution, force, mass, torque, etc), how to keep attached a body to a specific position and even understanding how mass of body affects its motion.

Sounds complex, but is not! Why don´t you try it?

Wiki: http://wiki.flare3d.com

Team flarephysics credits:
Marcos Lazo (Core)
Juan Pablo D’Amato (Data Structures, Optimization)
Cristian García Bauza (Core, Project Manager)

VideoTexture3D

Thursday, November 17th, 2011

panorama

In our Wiki you can find an example that shows how to use video as texture. With it you can get impresive visual effects applying video animated texture over the object that you want.

VideoTexture3D streams the video content, so you don’t need load the entire movie to play it. This class extends from Texture3D, then you can handle it like any other texture.
In this example the video is mapped inside an sphere giving a 360 panorama effect.

You can find the code here:

http://wiki.flare3d.com/index.php/VideoTexture3D

Enjoy it! We want to see how you use it! Send us your examples Sonrisa

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Put your 3D glasses on!

Monday, October 24th, 2011

 

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If you enjoyed playing and exploring Yellow Planet we have great news, now you can continue doing that,  but this time, in stereoscopic mode.

 

How is that?

It´s simple, in our Wiki we show you an example of how to create an stereo/anaglyph render extending the basic functionality of the Scene3D!

yellow3d

You can find the demo and source code in our Wiki:

http://wiki.flare3d.com/index.php/AnaglyphScene3D 

Anaglyph render it’s easy with Flare3D. Enjoy it!

Flare3D Tutorials | Creating a full game with Flare3D.

Tuesday, September 20th, 2011

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Play the Game!

Land on this planet,  and feel like  Neil Armstrong  :

A small  step for a developer, a giant leap for  Web 3D  !

Figure 9. Rays align the astronaut character to the floor of the 3D environment.

Yellow Planet was developed using Flare3D.
It shows all the power of Flare3D using Stage3D for rendering and  features: cameras, collisions with obstacles, physics, character interactivity, energy management, shadows, textures, integration of sounds and much more.

Adobe has published a tutorial that explains step by step how this game was created.

http://www.adobe.com/devnet/flashplayer/articles/flare3d-building-3d-game.html

Play with it, add objects, characters and interactions, those who send us the craziest and more amazing planet will be our featured developer of the month!

A new era of  Flash 3D videogames has begun, sit down, fasten your seatbelts and enjoy …

Don’t worry, be  Flare3D.

Flare3D Studio – Sneak peek

Sunday, September 18th, 2011

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To all Flash geeks!

I am writing these lines while a drop of cold sweat runs down my back. Pictured above is a snapshot of the Flare3D Studio!

A powerful new “tool” that will bring to all Flash users an easy way to play with all the new Molehill/Stage3D capabilities!,

A whole new way to work with 3D in Flash for artist and programmers!

Flare3D Studio was completely rewritten and, I don’t know if I should say it .. IT IS AMAZING! Shhhh, be quiet! this is just the beginning.

Look at the picture carefully and try to discover what is inside! Ready? Ha, ha ha! Even with your best effort you will be far far away to discover what we have to show you! Keep in touch, more good news are coming soon!

Have a nice day Sonrisa

#Flare3D Featured developer : Terry Paton – #terrypaton1 (Australia) presents Robot Arena.

Monday, August 1st, 2011

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Terry Paton described himself as a passionate Flash developer. He is a prolific game developer with more than 10 years experience and more than 100 games developed in the last seven years. Many of them are available on games portals like mochimedia and others in mobile stores like Apple’s App Store and Android Market.

Some time ago we invited him to try Flare3D 2.0 and he has been working with Flare3D in “Robot arena” that will be released when Flash Player 11 is available. In the following interview we asked him about his experience using Flare3D.

 

1.      What is robot arena

Robot Arena is a game where you battle endless waves of robots, until you get destroyed. The game mechanics are simple, you guide the players character around the screen, avoiding touching the enemies and their bullets, while trying to pickup coins and powerups that they drop when you destroy them. The main method fo destroying enemies is by jumping on them. The players power increases over time and when you click the player will jump, then land, creating a shockwave relative to the size of the power built up. Powerups also allow you extra abilities for a limited time.

2. Why did you choose Flare when there are free or open source technologies?

I was invited to join the beta program for the Stage3D version of Flare3D. I’ve been looking into various frameworks that utilise Stage3D rendering, and the opportunity was perfect timing for me.

3. How would you describe your experience with this product?

It’s been quite a learning process for me to switch to using an external rendering engine, rather than using my own which I normally build. I found the documentation good, help for questions readily available, and the Flare3D itself very easy once I adapted to it.

4. Which one was the feature that you liked the most?

I find it a little difficult to choose just one feature, but the engines flexibility, allowing me to tie it into my existing framework (where I handle game logic) to work really well. The speed and power of the engine are also fantastic. I’ve barely touched the surface of the Flare3D engine with this game and am looking forward to using it with further projects where I’ll use more of its features.

5. Why was Flare3D important for Robot Arena?

With Stage3D now becoming a viable solution for better rendering speeds and effects it was important that I start using it as soon as I could. Personally I don’t understand (nor do I want to) the low level api’s, so using a framework that is both fast and flexible is paramount. Using Flare3D allowed me to streamline my game engine and focus more on creating the game, rather than getting stuck on technical aspects.

 

Robot Arena Beta 8 from Terry Paton on Vimeo.

If you want to know more about Terry Paton and his work you can visit his Blog in pixelpaton.com or his website at terrypaton.com

Turn on the light! Flare3D 2.0 update it’s coming soon!

Wednesday, June 8th, 2011

Turn on the light

Let it shine on me

Turn on your love light

Let it shine on me

turn on your lovelight – Blues Brothers

We are assembling the pieces of the new pre-release version of Flare3D 2.0. And in a couple of weeks you will be able to enjoy a new version!!
And what’s new?
  • Like Blues Brothers says, Turn on the light! Added traditional lights per vertex and per pixel lights, and a new special one “sampled light” to create non-uniform realistic lights!
    All lights configuration are independent of materials….you don’t need to worry about them.
    This new lights are strongly adapted to 3D Max exporter.  You can define the lights in 3D Max and you will get the same result in Flare3D! Up to 14+ lights in a single draw pass and unlimited lights on the whole scene!
    Light on 3D MaxLights in Flare3D

    To see the new lights in action check out the beauty of “Venus de Milo” demo clicking on the image below:

  • New and redesigned material pipeline, based on FLSL (Flare3D Layer Shader Language) that it is a pogramable language similar to PixelBender3D to create Flare3D Filters…but with a lot of additionals features, perfect integration with Flare3D, easy to implement and fun!!  (We use the FLSL Compiler for internal use at the moment, and will not be included in the public version, but you can drop us a mail if you want to try it, if you treated with shaders and PixelBender in the past. You will love FLSL!).
  • A new scene manager, events, improved loaders, particles, animations, and a lot of bug’s fixed among others
In the near future, multipass rendering, post process effects, and of course IDE,IDE,IDE!
Network/p2p library (almost done), and physics and lightmaping library’s coming soon :)
let’s go to rock!

“Radiosity” Flare3D 2.0 + Molehill Showcase

Thursday, May 19th, 2011

Flare3D radiosity demo

High quality, textured and pre-calculated lights and shadows for Architectural Design.
You need the Beta Incubator build of Flash Player to run this demo. You can download it from Adobe Labs
If you cannot view this demo correctly, click here to watch the video

“1000+ skinned and shaded characters” Flare3D 2.0 + Molehill Showcase

Thursday, May 19th, 2011
1000+ skinned and shaded characters with different textures and framerates.
You need the Beta Incubator build of Flash Player to run this demo. You can download from Adobe Labs

“Gargoile” Flare3D 2.0 + Molehill Showcase

Thursday, May 19th, 2011

High quality, textured and shaded character ideal to use in e-commerce and on-line catalogs.
You need the Beta Incubator build of Flash Player to run this demo. You can download it from Adobe Labs
If you cannot view this demo correctly, click here to watch the video