Archive for the ‘Stage3D’ Category

Packing Battle – 3D Website made with Flare3D

Tuesday, May 21st, 2013

www.packingbattle.com

Are you ready to Impulse your business using Flare3D?

In this case we want to show ‘www.packingbattle.com’ a 3D website made with Flare3D. The site is a game in self where you handle a character called Ludwig. Ludwig is a tourist and the goal is to collect his holyday inventory (the blue items) and avoid the travel accidents. Once the game ends you’ll be able to share your score in Facebook and check your position in a global scoreboard.

LudwigLudwig the Tourist

The game is a really good case that shows how to mix an enjoyable game experience with a clear advertising message.

was created by SYMBIO. A creative digital agency at Czech Republic. Check out the following video where they talk about the idea, the game and achieved results:

 

Packing Battle was selected FWA SITE OF THE DAY in April 26, 2013

Play it: http://www.packingbattle.com/

Source: http://flashdaily.net/post/50573251851/packing-battle

TinyKeep made with Flare3D at Kickstarter

Wednesday, May 15th, 2013

TinyKeep

Phi Dinh is a developer; he is using Flare3D to develop “TinyKeep”. TinyKeep will be an Action RPG game with a dungeons and dragons style, originally inspired by classic roguelikes and RPGs such as Rogue, NetHack, Ultima IV, and boardgames like Hero Quest. At the moment, Phi Dinh has a cute prototype that gives an idea of ​​how it will be. As usually, in every Indie project, the team involved in the project is looking for money to finish the game and make it a real thing.

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TinyKeep was registered at kickstarter to raise the needed funds to accomplish it and this one is the last week to reach the goal.

Check out the campaign and discover a lot of cool features thought for the game. Of course, if you like the game you can donate and support it! :-)

 

Kickstarter campaign: http://www.kickstarter.com/projects/phidinh/tinykeep

 

 

 

 

Flare3D Water Rendering tutorial with FLSL

Tuesday, April 16th, 2013

FLSL water shader

The last April 12, Sergey Gonchar from ‘Stage3D group‘ organized ‘Stage3D Workshop Meeting’. On which, Ariel Nehmad explained how to create a water effect using FLSL. The rendering includes reflection, refraction, dynamic waves , particles, etc..

Check out the following video to see how the pirates sail over a beautiful FLSL’s shader.

 

If you missed the event you can watch the recorded meeting here (you’ll find Flare3D talk at the end).

Ariel published source code and the live demo in his blog here.

Enjoy it :-)

 

Real time light baking with Flare3D

Thursday, April 4th, 2013

Flare3D light baking

In the past few weeks, Jason has been working hard to create a real time light baking system, taking advantage of Stage3D and fully GPU processing.

This new feature will allows in few seconds add baked shadows and enhance the ambient illumination in your scene. This is great to get beautiful scenes without the cost to use dynamics lights and because a picture is worth a thousand words, please check the screenshots below..

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On the left you can see a 3D Scene composed by cubes over a plane. This scene only contains the default directional light.

On the right, you have the same scene, but now with baked illumination with multiple lights(point, directional), diffuse baking, soft shadow baking and fixed UV edge feature. To make it, the scene’s illumination was pre-calculated with more than 100 lights and this took only some seconds!

The result? You can obtain a complex illumination without expensive resources.

The advantages of this feature In Jason’s words:

The point of doing this is because:
1) the name of baking dose not mean it is fully static, to bake it into texture in the real-time makes it has the possibility to change if needed, for example there is a scene with sun light at beginning, but may change to a night view later on.
2) the cost of baking is very cheap, may faster than uploading regular bitmap data in some cases,
Just assume we upload 101 light maps for this demo, that would be much slower,wouldn’t it?
3) precision of texture is no longer need as large as it could be, instead 128×128 is enough for a object, that is because we generate the texture by shader, instead of unpacking any bitmap format.
4) it is easier than having a external light maps, since for artist they just need to create an extra UV coordinates, all the rest of work just leave it to the program:)
5) the file size would be reduced a lot, as you can see the whole file is only 135kb, it is a pretty much a light map size, isn’t it?

The light baking feature is in Labs and will be available in a future release. Meanwhile, you can test this demo downloading it from our forum here.

Keep in touch for more news! :-)

Farmville 2 – Powered by Flare3D

Tuesday, March 19th, 2013

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UPDATED: Zynga published FarmVille 2 Almanac with an infographic showing  info about how FarmVille2 grew in the last months. With FarmVille 2, Flare3D becomes in the most used 3D Flash Engine around the world! Click the image below to see it.

FarmVille2_Almanac

Farmville, one of Facebook most played games ever, with more than 3MM daily users, and reaching a pike of 80MM monthly users, has launched its Sequel. Now in 3D!

What we denominated the Next-gen casual games some months ago, is now a reality. Using all the power of Flash 11, Flare3D and stage3D, amazing facebook games can be developed, and Farmville2 is a proof of this.

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Zynga’s “FarmVille 2″ demonstrates how to make a high quality game using the amazing 3D capabilities included in Stage3D. This game will probably be of great inspiration for all those studios that are not sure how far they can go using 3D on Flash. Enjoyable characters, smooth animations and friendly gameplay are raising the social games to a new level.

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From the beginning, Flare3D has been supporting FarmVille 2 development, and now, after playing the game in our computers, we are very glad with the great job made by Zynga’s dev team!
If you haven´t played FarmVille 2 yet, then, you can see the next video that shows FarmVille 2 making of and discover why Zynga chose real 3D to provide users a much richer experience.

Flare3D is waiting for you!  Are you ready to use it in your next game?

Announcing Flare3D for HTML5

Monday, January 7th, 2013

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A new exciting year is starting and Flare3D is evolving and growing every day to take advantage of new opportunities!.

So, yes!!, we’re talking about HTML5 and WebGL, and yes!!! We have decided to start a new journey into this new amazing world :D

As always, our mission is to provide Professional workflow to create next-gen 3D web and mobile based applications! – same tools, same workflow, same file format!

In this early Flare3D / HTML5 demo, you can see directly in your browser without any plugin, our lovely Yellow Planet model (zf3d) without any change at all!!!

But, enough talking, show time!!, check it out here.

This is an early stage, there still a lot of work to do!, so, we want and we need to receive feedback and suggestions from you guys, in order to give you the best quality possible product!.

We have more to show. Stay tuned, new things are coming to Flare3D!.

Ancient China, Jason Huang’s demo using FLSL

Tuesday, December 11th, 2012

 

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Flare3D 2.5 beta preview includes a lot of improvements. The most relevant one is FLSL 2.0. The new version of our shader language is much more powerful and we wanted to know how far we can go.

Jason Huang is a young Chinese developer. He is an active member in Flare3D’s community and he agreed to make a demo using FLSL’s new capabilities. In the last months Jason worked very hard and the result was ‘Ancient China‘ an impressive demo that recreates a China’s scene 400 years ago.
These have been months of hard work, were we provided Jason support and he provided us feedback about issues and problems using Flare3D’s new features.

Technically, this demo includes advanced 3D graphics programming and modeling techniques, among them we can mention: God ray (the rays of light passing through objects), realistic water, cascade shadow mapping, vegetation animations, etc… (Ancient China puts AGAL capabilities at limit. So require proper hardware to run smoothly.)

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Jason talked with us about the creation proccess.

‘Ancient China’ has a beautiful art design. Was inspired by a real place?

Not really, It was actually from our imaginations, which based on how we thought a place of my hometown was, 400 years ago. Its name is “Green Lake” of Kunming, China. see: http://en.wikipedia.org/wiki/Green_Lake_(Kunming).

How many people worked to build the demo?

There were only 3 of us worked in this demo. One graphics designer, One 3D modeler and me.

Which one were the challenges that made you go crazy? How did you solve them?

For the current version of Stage3D, it has so many limitations, such as  200 opcodes per program for AGAL, and few of temporal registers, etc. I solved them by reading a lot of public papers and doing testing over and over again…

sometimes, I have to compile the both art works and shader effects to get the best quality and performance ratio.

 

Please tell us what part of your demo makes you the most proud.

Everything, even with little tiny piece of grass that used vegetation animations which need to calculated precisely by vertex shader . I believe that if you are looking at every details that built in this demo, you would find something impressed you even more:)

 

What was your experience with the new version of FLSL?

In the very first beginning I was just trying to converting GLSL to FLSL. 3 months later, I started to optimize the codes by reducing the operations in AGAL. Gradually, I have been discovering new mathematical ways for shaders.

Currently, I have constructed my own FLSL shader library. that includes not only the basic techniques, but also some advanced techniques used in modern video games.

What would you recommend people about how to start playing with FLSL shaders?

Personally, the basic knowledge of 3D rendering is required. After that, trying to converting GLSL or HLSL shaders is much more practical other than just keep digging the theories :)

You have become a Flare3D expert lately! What do you think about Flare3D?

Flare3D did a revolutional contribution for Adobe Flash.  Not only because of the C-like FLSL shader language that is easy for human to develop with, but also the remarkable 3D structures as well as extends 3D tools.

How many consecutive hours did you spend working in this demo without sleep?

About 2 months, most of the time, I spent on doing researching.In the past almost 7 months, every day I had over 15 hours on this. My life was like nothing but 3D. No joking, I fell in sleep with hugging my Ipad with some PDF papers , when I woke up 6 hours later, I used the theory displayed on the screen to test with FLSL. My leisure time is also doing this, since this is what I love.

 

What’s the next creation in Jason’s life?

If you guys needed, I will be working on extended tools for Flare3D using AIR, such as terrain editor, scene editor, motion editor, etc. I hope my little tiny contributions would help.

 

We presented Ancient China with the first announce of Flare3D 2.5 beta preview. We were astonished with Jason’s work and we hope to see more things soon ! Risa

 

Dragon Fist 3D by Ben Olding Games

Wednesday, December 5th, 2012

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If you enjoyed fight games like Mortal Kombat you shouldn’t miss this game made by “Ben Olding games” using Flare3D! Pay attention on each player’s movements and the detailed level design.

Choose a character, learn his movement, fight and become a legend!

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Ben Olding answered some questions about the game and developing process

What do you think about the new Flash capabilities to present 3D contents in the traditional Flash Player?

I think it’s great, as a game developer used to using 2D it opens up loads of new exciting possibilities, while still having the advantages of flash, plus I’m comfortable using flash, so the learning curve wasn’t too steep for me.

Do you have some previous experience with 3D games? Was Flare3D your first choice?

My first time doing anything with 3D! I went with Flare3D because my artist, Marco, had recommended it and favored it because of the 3D studio max plugin. But after having looked with more interest at other stage3D solutions, and having gotten to grips with Flare3D (a bit at least) I have realized that Flare3D has many features over other systems that make development easier, its more than just a 3d engine, it’s a game development engine.

How would you evaluate 3D vs 2D workflow?

Being comfortable with 2D, I always found 3D to be a bit daunting, but having tried it, it actually makes many things easier e.g. in 2d if I wanted a level complete screen, I would have to get an artist to draw something nice, but with 3D you can zoom in, change the angle and you’ve got a nice menu background or whatever, also 3D seems to be well better for doing characters, with bones, skinning etc already built in. I’ve been wanting to make a new Dragon Fist game for years (this is the 4th one), and experimented with making 2d bone systems etc, but it was very difficult to not make something that would be too restrictive

Are you working in a new game? Can you give us some info about it?

I’ve pretty much finished a game called “Jake Renegade: Freedom Flight” which is a high speed, first person dodging game. I am pretty pleased with it and I hope to release it on Android and iOS as well as on the web. You can see a trailer for it here: http://www.youtube.com/watch?v=dwFlL3rAErA

Finally. the characters have very particular kung fu movements, are there any martial artist in the team or you just watched too many Bruce Lee movies? clip_image002

A bit of both! I am a kung fu instructor, I teach the tiger style and the bird style seen in the game. Marco (who did the art) has done some ninjutsu. All of the moves in the game, except some of the special moves, I performed on camera and Marco did his best to copy the moves in 3d studio max

I am also a big fan of Chinese martial arts films. I tried to keep the game as authentic to the theme as possible, so no fireballs and all the characters are inspired by characters I’ve seen in films.

Find out more about Ben Olding Games here!

Miller Studio – Web Agency case studies

Wednesday, November 14th, 2012

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In many opportunities we receive the request of 3D developments examples done by digital/web agencies using Flare3D, so, if you are one of those, you will probably find this post interesting.

Miller is an Italian web design company located in Milan , their mission is “ to explore and experiment the new technologic possibilities that break down the barriers of imaginary with the aim to build up a new one, offering new professional and innovative products” and in order to achieve this and for developing some interesting apps for New Deal Productions,  they chose Flare3D.

Among the many examples that they have, we found some of them particular interesting, for example this facebook game: “The House of Mystery”, a game where you have to find hidden objects in a beautiful (and mysterious) 3D room.

house_of_mystery_1house_of_mystery_2

Some other games (and also advergames) examples

https://apps.facebook.com/themysterymusic/

http://clienti.miller.it/chupa_screamstopper/

http://clienti.miller.it/bigbabol_3level/level1/

http://clienti.miller.it/bigbabol_3level/level2/


Here a short interview with Ale (developer) and Pale (Designer)  from Miller Studios

What do you think about the new Flash capabilities to present 3D contents in the traditional Flash Player?

3D integration in user experience is a huge added value to web content interactivity.

Working on this field since long time (Miller was born in 2000) and always giving much attention to 3D in our creation, the possibility of using hardware capabilities to create interactive 3D contents with flash, was something we were waiting since Macromedia Director times, which means a very long time ago…

Do you have some previous experience with 3D games? Was Flare3D your first choice?

We used more or less every 3D flash engines which have been developed in the last few years, starting from Sandy3D passing through papervision, away3d and alternativa3d.

Flare3D was our last choice because we think it is a perfect synthesis: high performances, easy to use and very helpful to reduce developing time.

Can you tell me how many people were involved, their tasks and the needed time for developing these games?

Our games were developed by a team of two persons, a web developer and a 3D artist. A third person collaborated to realize 2D graphics.

Our team needs 2 weeks on average to realize a game, from project to final product.

How would you evaluate 3D vs 2D workflow?

2D and 3D workflows are more or less the same for us, so we wouldn’t compare them, also because most of times the first one integrates and completes the second one, in order to create an envolving and fascinating experience, without penalize performaces.

Is Flare3D an accesible technology for a Digital Agency?

As we told before, compared with other products on the market, Flare3D is a good union between high performances, easiness of development and costs.

Are you working in a new game? Can you give us some info about it?

We are developing two new games, and one of those is inspired to yellow planet. the other one is still in a brainstorming phase, so we can’t anticipate more.

Find out more about Miller Studio here!

Smash Vote | Developed by Mighty Bits

Wednesday, November 7th, 2012

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Team up with your candidate and give your opponents a bi-partisan smack down. Your favorite politicians go head to head in an all out, no holds barred smash style debate.

It´s nice to see that different gamming studios are starting to develop games for mobile devices using Flare3D. Here is a new example of this: Smash Vote by Mighty Bits!. The speech of a typical political debate is replaced for punches and kicks.

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You can enjoy this game for iOS and Android

Here a short interview with the developers (thanks Tate and Victoria!):

Why did you decide to develop this game for mobile devices?

Victoria: We’ve been developing for mobile since 2010, so it just seemed like a natural choice. Although we do plan to release SmashVote on Facebook too.

Tate: Yeah, we love the mobile game market and feel the game will reach the most people on mobile devices. Mobile is also one of the best places to monazite games if you are an indie developer.

Why did you choose Flare3D?

Tate: We’ve both been working with Flash & Flex for over a decade, so we knew Adobe AIR for Mobile would be the fastest way for us to build the game. That narrowed our choices. We ran some tests comparing Flare3D to another popular 3D engine, and Flare3D won, hands down – we found the code to be cleaner, clearer and faster to work with, and the performance was great.

Victoria: Flare Studio piqued my interest. I discovered Mixamo.com over a year ago, and really wanted to find a project where I could try out the skeletal structures and animations. I searched for political models and found some in the style we liked on TurboSquid.com. I reached out the modeler and hired him for the project. Within a few days of that initial idea, we could see political candidates fighting in Flare Studio.

Tate: We needed to be able to dynamically add biped animations to any number of character meshes and play them back based on user input. The Mixamo animations were easily consumed and integrated into the Flare3D framework. Once we got our workflow sorted out, it all worked pretty seamlessly.

How was your experience working with Flare3D?

Tate: Excellent. Going in, our biggest concern was performance. The final game runs great on our target mobile devices.

Victoria: I agree. Working with Flare3D was so easy, we plan to use it on other projects.

Any other 3D projects coming soon?

Victoria: Yes! We are collaborating with a designer in Las Vegas. We have a collection of apps in the works, all using Flare3D. They will be released simultaneously in early 2013.

Tate: We are also working on updates for Smash Vote. We always intended it to be a 2-player game, so we still have quite a bit of work to do. We will be adding special moves and new candidates, like George Bush and Bill Clinton.

For more info:

Mighty Bits

https://www.facebook.com/MightyBits

https://twitter.com/MightyBits

http://mighty-bits.com

Smash Vote

http://smashthevote.com

iOS: https://itunes.apple.com/us/app/smash-vote/id554283344?ls=1&mt=8

Android: https://play.google.com/store/apps/details?id=air.com.mightybits.smashvote