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  1. Thread: 13 years..

    by RipX
    Replies
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    6,354

    mbenny... how are you? and what are you doing...

    mbenny... how are you? and what are you doing these days? Still flashing? :)
  2. So the game has a map array which is probably a...

    So the game has a map array which is probably a 2D array of tiles, you can look up the term 'tile engine' on Google to figure out what that is.
    There is a map speed property that is probably a...
  3. Thread: Hi all.....

    by RipX
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    124

    Hi all.....

    Hi everyone,

    I'm Gary, author of Zest3D, a new open source 3D engine for Flash and Air. The engine has recently been featured on the Adobe gaming site and we just created our community resources...
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    New open source 3D engine

    Hi,

    Zest3D is a new open source 3D engine for Flash and Air. The engine has recently been featured on the Adobe gaming site and we just created our community resources so we're hoping that you...
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    Source code is now available at:...

    Source code is now available at: http://www.github.com/zest3d
  6. Replies
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    Thanks, you can download the swc from the main...

    Thanks, you can download the swc from the main site: http://www.zest3d.com and compile any of the following examples: https://github.com/PluginIO/zest3d-examples-fp11 The source code will be made...
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    Well... I did it... http://www.zest3d.com

    Well... I did it... http://www.zest3d.com
  8. Thread: 13 years..

    by RipX
    Replies
    24
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    6,354

    13 years :o Not really been around here for many...

    13 years :o Not really been around here for many years and good to see the old crew are still here Mad-Sci
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    Zest3D engine prerelease

    You can now apply for access to the Zest3D engine prerelease at: http://forum.zest3d.com/viewtopic.php?f=4&t=4

    RipX
  10. Replies
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    Indeed :D

    Indeed :D
  11. Replies
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    Haha.... We're back, this really is 10 years ago....

    Haha.... We're back, this really is 10 years ago. How is everyone?
  12. Replies
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    New open source 3D engine

    Hi all, I've been working on a new open source 3D engine, you can find the sources and community resources at: http://www.zest3d.com/


    RipX
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    Looks as per the API reference... Why on earth...

    Looks as per the API reference...

    Why on earth does the Away3D API pass init objects like that, whats wrong with params for code hinting??

    Anyway... that code is incomplete so I would tell you...
  14. Thread: Molehill APIs

    by RipX
    Replies
    1
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    2,370

    I posted some videos etc on my blog: ...

    I posted some videos etc on my blog:

    http://blog.digital-glue.com/2010/11/flash-molehill-api/
  15. Thread: Molehill APIs

    by RipX
    Replies
    1
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    2,370

    Molehill APIs

    Why is no-one here talking about the molehill APIs? lol.... I've already been building my own engine since I've known about the Molehill APIs for a few months, but I'm not on the Molehill beta...
  16. @cody112 That's correct! I was using an invisible...

    @cody112 That's correct! I was using an invisible plane as the geometry you speak of, but essentially a tri fully behind another could be removed and this is also occulusion culling. by using the...
  17. Note that the draw triangles functionality...

    Note that the draw triangles functionality includes winding based back faced culling only, this is not the only method of culling to consider, others are;

    FRUSTUM CULLING:
    A geometry object is...
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    Absolutly didn't say it was a new 3D concept, I...

    Absolutly didn't say it was a new 3D concept, I said it was a new angle on flash 3D engines!

    Agree with you about moving objects since the tree needs to reinsert data that has moved but how does...
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    Hey Rumble... Must have missed that... this...

    Hey Rumble...

    Must have missed that... this seems like a different and interesting approach for a flash engine to adopt, I see most of the flash engines adhering to perhaps a scenegraph approach...
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    I agree...now just pop everything into a nice...

    I agree...now just pop everything into a nice octree and collide check against the tris in the vicinity of your dreamcast (nice choice of hero btw lol) :D
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    P.S. Considering, scale is difficult to...

    P.S. Considering, scale is difficult to understand what you mean since your comment is ambiguous. The vectors values should not change with scaling, the position of your objects should be scaled...
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    think of it like this: Gravity acts at 9.81...

    think of it like this:

    Gravity acts at 9.81 units (meters) per specified time period ( in this case a second) squared.

    So if I let go of an object, it's initial speed is 0 and every second, its...
  23. Perhaps look at achieving this stuff using matrix...

    Perhaps look at achieving this stuff using matrix multiplications in a more generalized 3d pipeline kind of approach.

    I sent you a PM with my details if you want my help!
  24. Replies
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    Hi navidroplets, Thanks for your feedback, the...

    Hi navidroplets,

    Thanks for your feedback, the game actually uses different scenes but there are no transitions between these as battles last only 10 minutes. Because of this limited time in an...
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    Oh, Alluvian... don't worry if you think that...

    Oh, Alluvian... don't worry if you think that video is persisting the position of all stars and that would not be neccesary, we would simply add the particles to the screen one at a time and persist...
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