After the success of Robot Arena, Terry Paton is back with another great game: Meteor Storm 2.
In this occasion you have to defend your moon bases from meteor storms and Alien attacks, earn credits, upgrade your defenses while destroy meteors and enemies spaceships.
This game uses all the capabilities of stage 3D to provide an amazing and fun user experience.
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 powerfulnew “tool” that will bringto 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!
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!
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
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
Few weeks ago we announced one of the main features included in Flare3D 2.0 : an integrated physics engine.
A dedicated team lead by Cristian García Bauza* is making huge progress.
The initial core of the engine was based on Jiglib and then expanded and fully integrated into Flare3D architecture.
We’ll keep improving FlarePhysics, it will be included on Flare3D Studio IDE with visual debug options.
Since some of the code was original made on C++ and C# and exported to AS3/Molehill our team is working on optimization.
To reach top performance Flash Molehill applications must to be designed and developed for AS3. A simple translation from C# or C+ is not enough.
About this demo:
- The robot and the boxes collides to each other and against the whole scene.
- Scene is around 25.000 polys.
- Press B to instantiate new boxes.
- Press C and configure physics debug options.
Enjoy , invite your friends to participate in our community. We are growing very fast and we love to have you on board !!
You need the Beta Incubator build of Flash Player to run this demo.
You can download from labs.adobe.com
*Cristian García Bauza is a PhD candidate from University UNCPBA with interests in research topics centered on physics-based modeling, computer graphics and simulation methodology. He leads the R&D of FlarePhysics module.”
We have been working very hard during these last months to have this ready, and we are very glad that you join Flare3D family!
As you probably know, new Flash 3D support will open a new world of opportunities, will let you explore new possibilities and develop 3D flash videogames, webs and applications as you have never imagined, and flare3D 2.0 is here to help to achieve that.
We will help you in our forum http://flare3d.com/support , and there you will find more technical specifications
Keep in touch. Keep as posted we want to see your work!!
Added Canvas3D showMenu property – Show or hide the “About Flare3D” contextual menu, and make it optional – Of course we appreciate all the support you provide
Added Scene3D autoDispose propery – set or returns if the scene is automatically disposed when its container is removed from the stage.