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Everything New in Adobe AIR 2.6 « Christian Cantrell. AIR 2.6 Game Development : iOS included. Follow me on twitter @wovencharlie to be notified when Comb Over Charlie is available for download.

AIR 2.6 Game Development : iOS included

Coming soon to an iPad, iPhone, Android Tablet, Android Phone, Blackberry Playbook, and Google Chrome Store near you. Over the past few weeks I’ve had the privilege to work with the AIR 2.6 pre-release; I have to say I was completely shocked. The first time I used the AIR to iOS compiler that shipped with CS5, the frame-rates were poor enough that I disregarded it and never planned on using it again. About two months ago I decided to give it another go. I was shocked to say the least. My application went from about 10 to 15 fps to a solid 40 fps.

The result is a smooth 40 fps game “Comb Over Charlie”: Here are a few things I learned while creating Comb Over Charlie: Object Pool – Object Pool – Object Pool! There are a few reasons why object pooling is so important: Whenever I run into performance issues, it’s usually because I am forgetting to destroy something properly. AIR for Android - scrolling list. I created a very simple AS3 list that works with the both Android and iOS devices.

AIR for Android - scrolling list

The project files include a Flash Professional project created with Flash Builder 4. You will need Adobe AIR for Android or the packager for iPhone to create naive create native iOS (iPhone, iPad) or Android. If you only want to build for Android, then I recommend you check out Adobe Flash Builder Burrito and the Flex Hero SDK (or SDK 4.5). There is already a list control in the Flex Hero SDK (or SDK 4.5) for Android devices. However for iOS devices, you will need a scrolling list that works with AS3 and CS5 for packaging. The list I created is an AS3 list that works for multiple devices, touch scrolls, and uses custom item renderers that detect user interaction. How to use Adobe's iPhone Packager without an Apple Developer Subscription. If you're like me, and just downloaded Flash CS5 to test out it's ability to create iPhone apps, only to be stopped by the fact that you have to spend money at apple to be a developer, then this instrucatable is for you.

How to use Adobe's iPhone Packager without an Apple Developer Subscription

This instructable will show you how to export a Flash iPhone project to an IPA without a Developer Connection with Apple, and then how to test that app on your iPhone. Pratiques d'action script 3. Bonnes pratiques d'optimisation avec flash - Adobe. The Particle Sessions : Part One, Is this it ? Part One of the Particle Session kicks off with looking at a system similar, but simpler then this Bloom particle experiment (music made for it by the fantastic artist Rich Bologna, thank you again for it, Rich!).

The Particle Sessions : Part One, Is this it ?

We’ll be taking slow steps of optimizations and at the end have a get prepared for the next level. To be able to get up to speed with the working of the video particles, we’ll start from the beginning and work our way up. For that reason, we’ll start very simple and look at a basic unoptimized particle system with next to zero functionality, and modify the code for performance. Basis : The Particle The opening picture of this post is the album cover of The Strokes – Is This It. Luckily for us and this post, we don’t need to deal with wave particle duality and quantum entanglement, but we can achieve seeming complexity by using simplicity. Integrating SQL database. Quelques classes utiles en AS3 - Flash Mediabox. Alkemi Flash Bitmap Renderer. Create a Retro CRT Distortion Effect Using RGB Shifting. AS3: Button with Text and Basic Styling. Data Visualization for the Web. Digging into Molehill (3D GPU APIs)

As usual, the Max sessions are being posted on AdobeTV.

Digging into Molehill (3D GPU APIs)

There were 4 sessions about Molehill at Max, I will gather them here. You will see that the Molehill APIs are very low level, other sessions (I will post as soon as possible) from Alternativa3D, Away3D or Flare3D cover higher level APIs through their respective framework. Again, as a developer you will be able to choose and develop your engine depending on your needs or use any existing framework. The first one posted is Sebastian's session (lead engineer on Molehill). Be ready to get your hands dirty, let's dig into Molehill with this first session : The second one from the Flare3D team, presenting how they leverage Molehill in their solution containing framework and tooling : The one from the Away3D and Alternativa3D teams, still about their respective framework leveraging the new Molehill APIs : And then, the Pixel Bender 3D one from the Pixel Bender 3D crew :

Flash 3D Basics. This article is for those new to 3D computer graphics.

Flash 3D Basics

It will introduce you to the lingo used and will explain what is required to make 3D in Flash. If you don't know what a mesh, texture or shader is, this tutorial will prepare you for working with Flash 3D engines such as Papervision3D, Away3D and Sandy. This tutorial does not require programming knowledge as it only covers the basics of 3D on computers in general. The tutorial is for the very beginners, but it also hold something for others. All the examples are done in Away3D and the source code for each example is available for download. Note that the example files were created in Away3D 3.6.

Read more about using the example files at the end of this article. Let's get started. 3D is simple. The third dimension You probably remember graphing in Math classes at school? Movie: Triaxe.as Click and drag on the example above. Vertices A point in 3D space is called a vertex. Triangles movie: Triangles.as. iFlash3D. Flare3D. Forums - flap. Arduino + ActionScript. Adobe Wallaby.