|Create from Scratch a Away3D Shoot’em’Up Game: Part 4|
Now that we have the player and some enemies we need for them to be able to interact. This is done through collision detection which you will learn in this fourth part.
|Create from Scratch a Away3D Shoot’em’Up Game: Part 3|
After you have created the 3D level, in the part 3 of this Away3D series, we will show you how to add the player spacecraft and enemies.
|Create from Scratch a Away3D Shoot’em’Up Game: Part 2|
In the part 1 of these tutorial series articles we created a framework that we could build off to start making the actual game. Now it’s time to create a 3D level for the player to fly through.
|Create from Scratch a Away3D Shoot’em’Up Game: Part 1|
Today we start a 9 part tutorial series on creating a Shoot’em’Up game. We will cover all the necessary topics to create it from scratch, which will help you to understand and apply these guidelines to other projects. Ath this first part. we look at getting the Away3D engine up and running by creating a UIComponent that will contain and initialize the necessary Away3D components.
|Create in Flex a 3D Image Gallery using Actionscript 3.0 and Alternativa3D|
The web is a great platform for storing and displaying photos. Gone are the days when your photos sat in a photo album only to be pulled out when you needed to bore relatives with your memories. These days it …
|Setup Alternativa3D Development Environment|
After our Alternativa 3D tutorials series, still some to know about how to setup Flex Builder correctly in order to start deploying their own Alternativa3D Flash Applications. Therefore we created this tutorial to guide and help you through the steps of setting up an Alternativa3D development environment.
After completion of this tutorial, be sure to have a look to the Alternativa 3D tutorials series, stepping you in some of the most important features of this powerful Flash 3D engine.
|Alternativa 3D Series – Tutorial 8 – Imposters|
In the last article we saw what a Sprite3D was, and the performance benefits they have over regular 3D meshes. In this article we will see how Sprite3D’s can be used to selectively replace 3D meshes, allowing a large number of objects to appear on the screen while still keeping frame rates up.
|Alternativa 3D Series – Tutorial 7 – Sprite3D|
A common concept amongst 3D engines is the billboard. A billboard is usually a rectangle that is always orientated to face the camera, presenting the viewer with a face that that is always “front on” regardless of the cameras orientation. More often than not appropriately textured billboards are used in great numbers to represent effects like smoke, rain, snow or fire. This is because billboards require very little processing power: a rectangle is just two triangles, and most modern systems measure triangle throughput in the millions per second. But sometimes you just want to show a 2D object in a 3D world – maybe an icon that hovers over an object or perhaps some text that would be awkward or unpractical to render as a 3D object.
|Alternativa 3D Series – Tutorial 6 – Dragging 3D Objects in Flex 3 using Alternativa3D and Actionscript 3|
In the last Flex/Alternativa3D tutorial you saw how to respond to mouse events that involve Alternativa 3D objects. Once the view was set to be interactive handling mouse events was actually pretty straight forward: you simply attach an event listener to the Alternativa object, just as you would any normal GUI element like a button or checkbox. In this tutorial we will take this interactivity one step further and allow 3D objects to be dragged around on the screen.
|Alternativa 3D Series – Tutorial 5 – Creating Interactivity|
If you have ever created a traditional forms based application you’ve probably taken it for granted that you can attach functions to mouse events. After all, what good is a button if your program can’t respond to a mouse click? …
|Alternativa 3D Series – Tutorial 4 – Working with Camera Controllers|
The vast majority of 3D flash applications you see on the net today are quite simple. For the most part they will be advertisements flipping a bunch of pictures around, a 3D photo album or something similar. However the Flash runtime is improving all the time, allowing more detailed and interactive applications. In fact I don’t think it will be long before Flash is the platform of choice for the sort of 3D games that were all the rage maybe 10 years ago.
In order to take advantage of these new possibilities provided by Flash it is necessary not to just display a 3D world, but also to interact with and move around inside of it. Thankfully Alternativa already offers the developer a very easy way to move inside a 3D world with WalkController and FlyController (both of which extend the ObjectController class). With just a few lines of code you can move the camera, or any 3D object, around inside a 3D level with full collision detection.
|Alternativa 3D Series – Tutorial 3 – Loading Model|
A basic function of any 3D engine is to load 3D models. Alternativa has the ability to load 3D models stored in both the 3DS and OBJ formats. In this tutorial we will learn how to load a 3DS model.
|Alternativa 3D Series – Tutorial 2 – Adding Material|
In part one of this tutorial series you saw how to create a simple Alternativa 3D Flash application. The end result was a spinning cube, drawn with a wireframe material that displayed the edges of the polygons that made up the cube. In this tutorial I will show you how to add a material to the cube to give it a more appealing look.
|Alternativa 3D Series – Tutorial 1 – Getting Started|
This is the first of Alternativa tutorial series, which will step you in the world of this awesome 3D engine for flash platform. From the outset the focus of this tutorial will be to create a solid framework that can be easily extended in future articles.