Everything went better than expected

Hi there

If you can read this post, then you are on the new blog server remplacer le viagra. It seems that everything is working, but you might have troubles for a few days while the DNS are propagating.

As I was saying, some comments have been lost in the process, but nothing too much important.

Long story short, if you read this post, then you can comment and pingback again 🙂

How can I help you ?

Hi there,

I don’t have a lot of time right now, summer, scuba diving degrees, a little extra job freelancing, and of wourse, well, work…

So I’d like to know what would you be interesting on reading for the next article.

I’d like to go deeper into fragment shader, learn how to have bumpmapping working for instance, I could have a few example ported to WebGL, I could have a few articles about how to use minko to write your own shaders more easily than with AGAL…

Fell free to give me hints in the comments !

And for all, I wish you some nice vacations !

Not in the mood…

Hi there.

I’m not really in the mood for writing another article right now. It’s mostly work-related, but also a little bit diablo-related pilule du viagra.

Anyway, I’ve received some tweets about the lack of tutorial about texture. I really though this was an easy task for you guys, and I was waiting to crack the bumpmapping shader to start talking about texture, but I realize there is no need to wait for it, and that the bumpmapping tutorial will be a lot more easily to write (and to read !) if you already have some basic knowledge about textures.

So next article will talk about textures, and maybe sprite sheet, just to give you a hint about how to make your very own “Starling” Mini.

 

See you soon !

Articles Frequency

Hi every one !

I received a lot of really nice comments lately about my articles, and also some requests. I’m glad about it, really, I’m glad I helped a few of you, and I’m glad you find the articles efficients, simple and easy. I think my article are easy to read only because I share my knowledge with you guys as I am discovering it. Meaning I am not a lot ahead from you 🙂

I wanted to remind you this not because I don’t want you to ask for help, actually I’m glad some of you sent me sources to look at or challenged me with some question, but because from now, I may post articles less frequently as the easy part is behind, and that I need more time to discover myself the other mysteries behind stage3D.

So in other words, please stay tuned, and please keep talking with me via mail or twitter, it’s always interesting, but expect articles (about Stage3D at least) to come less frequently.

About Stage3D, I am currently writing something about directional light. It should be ready by tonight or by tomorrow.

See you folks !

My latest work – Stage3D used in a real project

Hi,

Beside my last article, I’ve not published anything in a while. This is mostly because I was busy working with a coworker of mine on the last project we released here at Marcel, and I need to say that I am proud of the result !

First of all, the website : it’s a digital experience made for Cartier to emphasize their beautiful movie Odyssee. You may visit the dedicated website at :

www.odyssee.cartier.com

Why am I telling you this

First of all because I’m quite proud, and it was a wonderful experience. But also because, as a challenge, we proposed to work with Stage3D for the website. Excluding Flash Player 10 players was excluded, so we actually worked on a fallback system. It’s really simple : You can compile for Flash Player 11, and still be executed by Flash Player 10 if you don’t call specific features. The first thing the website does is this :

try {
    stage.stage3Ds;
    User.getInstance().isStage3DAvailable = true;
} catch(e:Error) {
    User.getInstance().isStage3DAvailable = false;
}

And it’s working !

Stage3D is used for the parallax system used on the “experience” part of the website. Fallback system is made with simple bitmaps and copyPixels instructions.

Because we wanted to be able to modify everything, and because we wanted something light, we didn’t used starling and my coworker did an amazing job at creating a small Stage3D framework, like a kind of StarlingNano.

Push the limits

I am very proud of this website because we succeeded in pushing the limits : we used a lot of pixel bender shader and we used Stage3D. What I am trying to say is that the flash community shouldn’t stay in its comfort zone anymore and start trying to push themselves using Stage3D technology even if it means to code a fall back system.

Using Stage3D wasn’t that hard, and even if it is not necessary at all at the end, it still brings some features to the project :

  • Parallax are smoother. We can push a lot of layers, even animated ones, without being afraid to get some performance issues.
  • We were able to add some particles on some chapter.
  • Most important : We learned something, and we challenged ourselves.

Anyway, flashers of the world, it’s time to push your knowledge to your real project.

You can do it !

A look at AIR 3.2

So AIR 3.2 is out today, and of course the main feature is the ability to use Stage3D on mobile devices.

Obviously, I ported my Rainbow Spectrum on Android to have a look at the performance, and I must say I’m impressed ! Adobe did a really good job, considering my rainbow spectrum isn’t optimized at all for desktop right now, it should be even worse on mobile, but on High End Terminals, right now it’s quite smooth viagra est il.

Here is a quick video of the Android port. No optimisation done, beside reducing the “length” of each ribbon.

 

Enjoy !

Long time no see !

Hey guys,

I know it’s been a while since I posted some Stage3D tutorial but i’m running a bit out of time right now. Sorry about that.

Next two articles will be about Indexes, then we will build a simple ArcBall camera class.

 

Stay tuned !

What I am working on right now

While working with some more advanced “camera” effect, I came with the desire of creating a simple Sound Spectrum visualizer in stage3D. Not the idea of the year, but right now I am quite happy about it.

This is still a work in progress so it will evolve a lot more in a near future I hope, as I’d like to come with a more finished “product”, so consider this as a sneak peak.

Right now, I am using the FrequencyAnalyser from Ben Stucki
Music is from a talented French composer, Opti, who gave me the permission to publish my work using his track. Thank you man !

You can change the colors with the top left button, uses Adobe Kuler API to get some palette, drag the camera a little bit with the mouse. If you want to try another music, you can press the spacebar to stop the music, then launch some sound in another browser tab, like a youtube video or google music. You may get an Error from the Flash Virtual Machine, just ignore it right now and you are good.

I sure will explain and share the code later, but right now, the code is really to messy and I just wanted to share something.

Have fun and please give me any feedback you have !

What’s coming

Right now, I am trying to understand some basic directional light shaders, I’d like to be able to understand and write them by myself prescrire viagra. I can’t find any resources on the subject so I’m moving on OpenGL / WebGL articles. If you have any advice / link, or whatever can help me understand, feel free to tell me !

I am also trying to find a small structure more convenient for my tests and that would serve as a Base for the Example I would post here. For instance, I am trying to create an engine-unrelated arcball camera. If I can come up with something fast, I will share it here.

Regarding the tutorial, I am preparing something to understand perspective and add the z coordinate to my previous triangle example, and then we will deal with some Matrices. I think this will come at the begenning of next week, I need some time this week-end to write things down.

Stay tuned !