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Hype over content...
Mate, I felt morally obliged to post here, seeing how no one else has.
When I try any of your examples Firefox prompts me to run them as standalone's and when I do I get:
VerifyError: Error #1033: Cpool entry 5 is wrong type
And either continue / or dismiss just leads to a none working swf. I don't know if everyone is having the same and no ones bothered to tell you or what ?
Anyway it looks cool from the thumbs on your google code page, but I've not got the time to actually play with the source right now, so working examples would be good to see ( And may garner more interest here )
Squize.
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Really?
That's weird.
A couple of my friends all told me the SWF files worked fine.
They tried both FF and IE, and nothing went wrong.
Did you install the latest Flash Player 10?
How about trying download the SWF and then drag it into an FF window?
This supposedly would use the Shockwave Flash plugin to run the SWF.
If anything still goes wrong, please let me know.
I appreciate that
As for the example thumbs on the Google Code page.
They are examples built with Emitter version 1.0.
And the API structure is pretty much different from version 2.0.
So I think providing any source of those examples would be confusing to other people.
As soon as I finish the manual for the engine,
I'll make and upload more examples, source included.
Last edited by CJ Cat; 02-06-2009 at 10:19 AM.
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I doubt that many people actually have interest in yet another framework they dont know. My suggestion thus:
post a snippet (3-4 lines) of how its used- something like that works better here as posting some google code page and some demos. Some screenshots instead of a product logo would be nice as well to get a first impression of what it is about and how it is visually structured (just a screenshot of the demo).
demos worked for me just fine (opera) - but it is not something that blew me away - often it was quite easy to see how it worked. Maybe I am trying to say that your demos were not that impressive though they propably could or should have been.
Maybe try making some demos with actual particle bitmap-sprites, some dynamic sliders and a massive amount of particles. Make them more interactive. Right now it does not look that impressive, not convincing much to use it instead of just programming almost the same oneself.
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Yeah, you've got the point.
After I finish the manual,
I'll start working on more fancy examples.
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Yea I would have loved to see a working example I got the same errors, and a code snippet of usage would be great too, maybe some stats on efficiency too?
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Developer
I would be more inclined to look more into this if the SWFs were hosted in an HTML page. Downloading and running is a pain sometimes...
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Sorry for the inconvenience to let you guys have to download the SWF files.
I think it's because I host those files in the SVN repository.
You can download all the example at once using SVN client software like TortoiseSVN.
For your convenience, I've packed the examples into one single RAR package.
Here's the link:
http://emitter.googlecode.com/files/...20examples.rar
And here's a half-finished manual:
http://homepage.ntu.edu.tw/~b9590100...0%20manual.swf
The manual has already covered the basic usage and every parameters for the Particle class.
More advanced functions such as gravity, collision simulation, and complex behaviors are still work in progress.
The manual includes working code snippets.
I hope this gives you a sense of what working with Emitter 2.0 is like.
(Be sure to open the manual with Flash Player 10, or otherwise you'll get some errors)
It's already fully documented.
The documentation is available in the SVN repository.
Last edited by CJ Cat; 02-06-2009 at 02:02 PM.
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the manual is nice though it spits errors here and loops like crazy
PHP Code:
VerifyError: Error #1033: Cpool-entry 13 has a wrong type
or something like that.
anyway cant wait to see some demos with this - see how it performs how it can look like ect.
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Oh, one of my friend experienced the same problem.
He said it's because he used Flash Player 9.
After he switched to Flash Player 10 everything went fine.
I didn't publish the manual as a Flash Player 10 EXE file,
considering there are Mac and Linux users.
Last edited by CJ Cat; 02-06-2009 at 03:15 PM.
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Senior Member
So, its all only for FP10? Engine cant be used with F9?
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Developer
That manual is really great and demonstrates the power of your engine very well! The only little problem I've found is that when I use the scroll mouse to change the page number it moves by 2 pages instead of 1. Otherwise nice job!
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M.D.
its a great idea. I'd like to know some performance specs though. Does it handle particles efficiently? can it be cleaned up easily? memory leaks?
I think you'd get much better responses if you created an editor which enabled an easy visual way to create particle combination's, a way to export particle setup as xml and then a way to read it back and create it in flash.
but good work though
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Yeah, I'm also planning on making an interactive editor.
Also, the XML import/export function is one of the version 2.1 milestone.
Previously, I've already made an interactive editor for Emitter 1.0.
It is called ECOG (Emitter Config Object Generator).
You can play with it if you'd like.
It's in the download section of the project page.
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Originally Posted by mr_malee
its a great idea. I'd like to know some performance specs though. Does it handle particles efficiently? can it be cleaned up easily? memory leaks?
Here you go.
Emitter 2.0 Performance Tester
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Guys, good news.
I've finished a point source component.
You can use the Emitter 2.0 engine without writing even a single line of code.
Here it is: Emitter 2.0 point source component
Before I get to finish a fully interactive particle editor, you can still play with this component.
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This is starting to look very, very interesting. Performance wise, what are you using to render the objects? Are these display sprites, or are you using copypixels(), draw(), etc. Judging by some of the demos it almost looks like you're using all of the above? I'm very curious how you're handling rotation on some of the objects, in real time or pre-rendered, etc. Thanks!
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Originally Posted by as3newb
This is starting to look very, very interesting. Performance wise, what are you using to render the objects? Are these display sprites, or are you using copypixels(), draw(), etc. Judging by some of the demos it almost looks like you're using all of the above? I'm very curious how you're handling rotation on some of the objects, in real time or pre-rendered, etc. Thanks!
No special rendering trick is applied.
So you just supply the DisplayObject class, and then the engine instantiates particles from this class.
It's that simple
So you can do whatever you want in your symbol base class constructor.
You don't have to be concerned with any bitmap-specific issues.
If you want your particles to use the ADD blend mode,
you just simply write the following code in the symbol base class constructor, or in the timeline of the symbol in Flash IDE:
Code:
this.blendMode = BlendMode.ADD;
As for the rotation, it's real-time stuff, not pre-rendered.
Every particle has it's own angular velocity.
The engine updates every particle's rotation in each render step according to this value.
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When you know are.
I just found this. It looks really cool! I could think of a million things to do with a particle engine like this. I'd like to try it out and see if I can use it somewhere.
Thanks!
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Hey, guys.
I've just finished recording 4 new videos,
one concerning how to create timeline-animated particles,
and three coving features new to Emitter 2.1.
11 - Timeline-Animated Particles
12 - Composite Behavior Triggers
13 - XML
14 - More on XML
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