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post Away3D Extrudes (1)

January 18th, 2008

Filed under: Demos, Engine — Fabrice Closier @ 3:42 am

extrude

In order to build a complex scenery and keep it low poly, you need to have good 3D skills and a good modeller. For many that’s just too much to ask. As a result, I read threads everyday, on lists and forums, on how to load those elephant xml files…

I think it’s just bad practice to build whole scenes that way, specially when it comes to Flash.
And here comes the problem:
What else?

Personally I think that’s one the biggest challenges, offering tools that helps to reduce loading problems and offer more flexibility to the way we work.

So here’s my first contribution in that direction, this demo shows one of the classes I’m working on.
The class allows you to create extrudes from points, like a fence around a house, walls, a city block, charts elevation, some surrounding forest, sky trips or … a maze! You can define elevation on 3 axis, thickness, add one or more materials per segments, be able to generate one mesh from one or more point definitions, subdivisions per segments so you can control the polygon count, be able to decide if texture(s) covers whole geometry or per segments, you can hide some sides…
Last but not least, this option costed me almost a total rewrite of the class: it respects the thickness no matter the angle of the next segment.

Here is a 2d representation of the algorithm.

extrude_trigo<br />
” /></a></p>
<p>And here a little random generator.<br />
<a href=extruderandom

Of course one class is not enough… so more are coming!

Popularity: 8% [?]

10 Comments »

  1. Oh my god this is amazing!!!
    a question, how did you put the animation on the Minos??? O_O

    Comment by Lorenz ITALY — January 18, 2008 @ 10:09 am

  2. Ah, reminds me my pipes, makc.coverthesky.com/FlashFX/ffx.php?id=11…. so I do understand your “2d representation” rather well. but, at some point there is just too much math to code this kind of stuff, you know. I keep thinking of other ways of doing it…

    Comment by makc UKRAINE — January 18, 2008 @ 1:40 pm

  3. number 1!

    Comment by Edin BULGARIA — January 19, 2008 @ 7:33 am

  4. Very cool, I agree on bulky 3d. It is fine for the main 3d assets but the scenery should be extremely low poly. Otherwise building flash 3d in this iteration of the flash platform is just not fast enough even with AS3.

    Comment by Ryan UNITED STATES — January 20, 2008 @ 2:46 pm

  5. Awesome awsome work, made me want to go for a test drive, and i will :)

    Comment by Pedro SWITZERLAND — January 22, 2008 @ 3:52 am

  6. Hey Fabrice… you’re just a killer !!!

    Comment by Cedric CANADA — January 24, 2008 @ 5:37 pm

  7. i’ve heard papervision before, but this is awesome, …

    Comment by kyai ganteng INDONESIA — April 1, 2008 @ 8:55 pm

  8. wow wow wow.. this is amazing..

    Comment by gaurav INDIA — May 2, 2008 @ 6:31 am

  9. Interesting work. One question,the class is able to export and import data to xml files, or this is a task for another class!?

    Comment by balhau PORTUGAL — June 9, 2008 @ 5:32 am

  10. This class just build the geometry from line segments definition you pass to it. So if you want to automate from external data like xml or define by code, the class will build the geometry either ways.

    Comment by Fabrice Closier NETHERLANDS — June 10, 2008 @ 6:14 am

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