A couple weeks before the Flash Gaming Summit I found an interesting blog post from Colin Northway about managing texture memory in Starling applications. In this post he describes how he forces an error in ActionScript to receive an object's memory address which he then uses as a unique id. I thought this was a pretty cool trick and was discussing it with our engine developer at the office when we suddenly had a thought: if you can get the memory address of an object in ActionScript, what's to stop you from passing that address into native code and doing whatever you want with it? (more...)
Posts Tagged ‘3’
This class was officially added to the Citrus Engine on November 26, 2012.
After seeing Lee Brimelow's tutorial on the Citrus Engine, I was intrigued and decided to play around with it. The engine's platformer package is already great and has some very useful objects for game developers. I took a look at the code for the box2d Platform and MovingPlatform classes and extended the functionality to create a RevolvingPlatform class. (more...)
One of the most talked about features in the new Flash Player 11.4 beta is the new concurrency model which allows developers to spawn worker threads to handle intensive operations. While many people are singing the praises of multithreading, I can't help but to feel like this may not be such a great thing.
I've always had certain misgivings about multithreading. Without question, threading has become common practice for achieving performance gains through parallelism in programming. However, just because something becomes accepted practice does not necessarily mean that it's a good thing. If you want an exhaustive look into the topic, I recommend reading Edward A. Lee's report The Problem with Threads. The author is a distinguished professor and former chair of Berkeley's Electrical Engineering and Computer Sciences department. (more...)
In this tutorial you will learn how to implement a more advanced style of terrain following using Flash and ActionScript 3. Terrain following is a pretty simple concept in a flat or boxy world, but what if you want a more dynamic world with hills and slopes? Things become a little trickier. Luckily, Flash and AS 3 have some handy built-in functionality that take a lot of the grunt work out of the process. Let's check it out! (more...)
Last week I decided to look into building a native extension for AIR and was very surprised by the lack of quality resources and tutorials for doing so. I was able to find examples for Android using Java and for iOS using Objective-C, but pretty much nothing for a standard Windows C++ project. I was eventually able to get things up and running by piecing together bits of information from various sources, but I thought I'd take the time to write a step-by-step tutorial on how to do this so that perhaps others will have an easier time. In this tutorial you will create a native extension that simply adds two numbers together and returns the sum. (more...)
I've been seeing a lot of posts around the web the last few days about a new ActionScript 3 library, AS3MUL. The MUL stands for multiuser library. Of course this captured my interest and today I decided to play around with it. I'm pleased to say this library is really good! I was able to get a simple multiplayer scene up and running in just a couple of hours!
To see actual multiplayer with the demo either have a buddy sign on with you or just open the demo page in a second browser window/tab.
In yesterday's post, I showed a simple example of how to do some very basic facial tracking using the Marilena code from the Spark Project. I had initially planned to look more into it later down the road, but Luis Rodriguez kindly posted a link to some work that he had done previously and turned me on to another face tracking sdk: Beyond Reality Face. (more...)
At work we've done several projects that involve facial tracking of some sort. While we're still mostly a Flash shop, when it comes to facial recognition, we've been relying on C and C++ apis to get the job done. Today I decided to start looking into an ActionScript solution and the results so far have been promising! (more...)
If you've read my previous posts then you know I have been working with Microsoft's Kinect SDK for Windows. One of my goals from the start was to integrate Kinect with Flash and earlier this week I was successful in doing just that! I used a technique similar to what the Blitz Agency had done when the Prime Sense Kinect drivers were released earlier this year.
The concept is pretty simple: Kinect tracks the user's hand, sends the position data to a server and that server sends the data to Flash. I started by writing a very simple server with Node.js and then modified the skeletal tracking demo from the channel9 site to send data to the server using a standard socket. The only thing left to do then was set up an swf file to accept data from the server and use that data to move around a cursor. I'll post something more in-depth on this later, but for now you can check out the video below to see it in action!