Updates from February, 2010 Toggle Comment Threads | Keyboard Shortcuts

  • Pablo 11:19 PM on 24 February 2010 Permalink | Reply  

    Unity3D Locomotion testing 

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  • Pablo 8:42 AM on 22 February 2010 Permalink | Reply  

    Unity3D Rocks! 

    Well as a flash developer at first i was scared (?) by this monster that was starting to brind really cool 3d to the web browsers, but after i downloaded it and saw the integrated editor and the smooth workflow that it has i was blown away. In no time i had a simple FPS up and running folowing the tutorials. Also, the greatest thing of all: you can use Javascript to code! yeyy! you dont have to learn any new language! also the way in which you import assets is ridiculously easy! we are talking about a drag and drop operation! what!?

    And the main issue that is always a probem… animated characters. Well, it is so simple! you just make your model in the 3d studio and animate it and you’re done! you have all your animations inside Unity3d and you can label the frames, create animation clips! it’s AMAZING!

    After you’re done, this baby plays in the browser at a very fast FPS! And… it can go FULLSCREEN!! yeah!

    Once thing is for sure, this will take all my free time for a looong time xD

     
    • biorex21 2:37 PM on 22 February 2010 Permalink | Reply

      Haha it’s inevitable for a Flash developer to play with Unity (maybe its fate). I’m also starting with it, and I was reccomended to use C# instead of JS, at first I was like “hell no, why would I do that? since JS and ActionScript are so similar” but I tried and its just nice (it’s very easy actually to make the switch), then integrated in VisualStudio (Express <- free) and the code edition experience became sweet 😀

      • pablobandin 6:29 PM on 22 February 2010 Permalink | Reply

        yea totally, i’m now cosidering to learn C#, in fact, for the snippeds i saw so far is not gonna be hard at all.

    • koblavi 1:08 PM on 19 April 2013 Permalink | Reply

      Unity Rocks! I’ve not touched it in almost a year cos of work and stuff. But I continue to checkout stuff the community is making and I still have a google alert for it. It is about the best combination of simple and useful you can get for a 3D game engine. C# is probably a good idea especially if you’re aiming @ making larger projects. Interesting fun fact though is that all 3 languages are interoperable, so no worries if you’ve written some reusable js (it’s been almost 3yrs, I’m sure you know this by now).

  • Pablo 1:03 PM on 19 February 2010 Permalink | Reply  

    Eye experiment 

    Doing some experiments today, this cool way to learn how the eye works, what we really see is only 3 colors.

    Capturing the image from the webcam and getting the color value of each pixel, here you can see the result of creating one bar per color and changing the height according to the amount of that color in the pixel.

     
  • Pablo 8:39 AM on 17 February 2010 Permalink | Reply  

    Config Constants 

    For the people that dosen’t know, there’s an option in the Advance Actionscript Settings that allows you to declare global constants that the compiler will use to determine what to include in the final SWF and what to exclude.

    For example look this picture:

    Now if i put this code on the timeline, each block of code will or will not be included in the final swf depending on the values on the panel above:

    CONFIG::TESTING {
    trace("on testing mode")
    }
    CONFIG::FINAL {
    trace("ok, now is for real")
    }

    Notice that this is NOT the same as declaring a custom global constant, because here the code not only will be ignored, but EXCLUDED FROM THE SWF, resulting in less code. All this is done at compile time.

     
  • Pablo 10:19 AM on 10 February 2010 Permalink | Reply  

    Flash 10 CS4 Native 3D Blurry Solution 

    Matteo wrote:  “The object converted to 3D doesn’t just ‘become blurry’. It becomes bigger. Slightly bigger. […] It seems that the object is being rescaled to exactly 1 pixel wider and 1 pixel higher than its original size. No matter what’s the width and the height of the object, it grows one pixel. The scale factor is not constant, it depends on the sizes: horizontal_scale=(width+1)/width, vertical_scale=(height+1)/height.

    try to compensate this by rescaling the object by inverse factors width/(width+1) and height/(height+1) before converting it to 3D…and it actually works!


    Solution and sample at this link:

    http://www.flashandmath.com/flashcs4/blursol/index.html

    Credits to: Matteo Sisti Sette

     
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