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 strategy of this e-book will take you on an exhilarating event. Piece by way of piece, distinctive examples assist you alongside the way in which by way of supplying real-world online game code required to make an entire 3D online game. every one bankruptcy builds upon the adventure and achievements earned within the final, culminating within the final prize – your video game! should you ever desired to make your individual 3D video game in Flash, then this e-book is for you. This ebook is an ideal advent to 3D video game programming in Adobe Molehill for whole newcomers. you don't want to understand whatever approximately Stage3D/Molehill or Flash eleven to be able to benefit from the examples during this publication. This publication assumes that you've programming adventure in AS3 (Actionscript three)

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13 ] This material is copyright and is licensed for the sole use by REKHA NADENDLA on 2nd December 2011 375 N STEPHANIE ST SUITE 1411, HENDERSON, 89014 Let’s Make a Game Using Molehill! Vertex programs can use these constantly updated real-time parameters in an infinite variety of ways. Instead of a single number, as in the preceding example, perhaps you will create vertex programs that use vector3Ds to change the position of a sentry gun's turret, or an entire array of numbers to completely change the overall shape of your mesh by changing the locations of each vertex.

It concerns the functional side of game programming. A videogame is like a potion. You take the raw ingredients (the art content) and add a little magic. A sprinkling of 3D code is all it takes to make the game magic happen. Don't be afraid of a little code, as a programmer you know that this is how things are done. By using the following concepts, you will have the tools to make things move around for you. Luckily, you don't need to be a Math whiz to make a game. Even if you are primarily an artist, you can program a game using Molehill by learning from examples.

This is a major design constraint, but it is worth it for the speed. The good news is that you can always work around this limitation if you absolutely need 3D rendered on top of your 2D. One way to do this would be to render all your 2D graphics (regular Flash DisplayObjects) off-screen and copy those pixels onto a BitmapData which can be uploaded as the new texture data for use in your 3D world. For example, you could decode a streaming video and copy its BitmapData to a 3D rectangle in your 3D world and place that rectangle behind other 3D graphics.

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