Adobe Flash 11 Stage3D (Molehill) Game Programming by Christer Kaitila

By Christer Kaitila

Written in an off-the-cuff and pleasant demeanour, the fashion and method of this e-book will take you on an exhilarating experience. Piece via piece, designated examples assist you alongside the way in which through offering real-world online game code required to make an entire 3D game. each one bankruptcy builds upon the adventure and achievements earned within the final, culminating within the final prize – your online game! should you ever desired to make your personal 3D online game in Flash, then this booklet is for you. This ebook is an ideal creation to 3D online game programming in Adobe Molehill for whole newbies. you don't want to understand something approximately Stage3D/Molehill or Flash eleven to be able to make the most of the examples during this publication. This e-book assumes that you've got programming adventure in AS3 (Actionscript 3).

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Extra resources for Adobe Flash 11 Stage3D (Molehill) Game Programming Beginner's Guide

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Geom. z); The output in the debug log after running the code would be -15000, the number stored in the z component of the variable named locationOfTreasure. Normals There is a special kind of vector which is usually used to describe a direction, instead of a location. This is called a normal. You store it using the exact same class, a Vector3D. The only difference between a positional vector, which could look like [55,5000,12] and a directional vector, a normal, is that normals always have a length of one .

In this chapter, we will learn about the structure of a Molehill application. What goes where? How is everything put together? What is this "Stage3D" we keep hearing about? Flash 11 graphics are incredibly fast. As we saw in Chapter 1, the reason that it runs so efficiently is that Adobe made the intelligent decision to make your video card do all the work. Molehill does not do things the way you are used to. If you are familiar with 2D Flash programming in AS3, it will feel like you are exploring a strange and unfamiliar land.

Once set up, Flash can re-draw your meshes in new locations or even multiple times without requiring any further inits. The setup can take a second or two, but once completed all the data is ready and waiting in VRAM, on call to be used over and over again during the game. All this preparation—creating buffers and programs—helps to improve drawing performance because, once defined, it all resides right "on the metal" (it runs from inside your GPU and is no longer dealt with by the CPU). Time for action – things we do once, during the setup 1.

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