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Luca, Sr. Member
Posted: 04 March 2013 07:18 AM Total Posts: 230
So i’ve decide to create this…
This is just an idea for now, is all mixed up. More of a problem to be solved and the framewrok must be studied in depth, but step by step…
THIS IS AWAY3D !
AwayGameMaker have has its site now:
http://www.awaygamemaker.altervista.org/index.php
So i can start so I can begin to share with you my ideas, and, possibly hear your views and your criticism
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Luca, Sr. Member
Posted: 05 March 2013 07:32 AM Total Posts: 230
[ # 1 ]
At the beginning:
Left mouse button:
Move the scene if no object are selected ( selected object are green, focused red )
Left mouse button + ctrl:
Rotate the scene if no object are selected ( selected object are green, focused red )
Mouse wheel zoom.
Do you have any idea or request ?
My models are: 3ds MAX, Prefab ( Fabrice Closier ), Effect editor ( Cheng Liao ),
The result i want: Unity, Cryengine 3 SDK, Unreal engine UDK !
See you next…
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Luca, Sr. Member
Posted: 09 March 2013 05:20 AM Total Posts: 230
[ # 3 ]
Support for Physics, Particle ( can show particle effect by using particle editor script by liao cheng ), multiple scene, added…
Object movement ( world space ) bound to the selected axis of the trident
CTR key + Mouse Wheel rotate the view
ALT key * Mouse Wheel move the view
Mouse right click select objects
ecc ecc ecc
ABSOLUTLY NOT BUG FREE
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Luca, Sr. Member
Posted: 09 March 2013 09:55 AM Total Posts: 230
[ # 4 ]
Material transparency and Video Texture ( Video Material )
I can show the video plane by clicking zoom all
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Luca, Sr. Member
Posted: 10 March 2013 07:11 AM Total Posts: 230
[ # 5 ]
Now we have:
http://www.youtube.com/watch?v=-wIKMqfXn4I
or
http://www.estiva2.altervista.org/
Added:
Stage proxy ( flex UI give some prob… seems to be solved ) to support multi layer, and Starling and more…
Multiple view….
Wire style UI to simplify Particle systems, Material, Physics, Shader ecc…
creation….
MATERIAL HAVE A UNIQUE ID ( YES ! )
( i need a way to interface post process effects ... )
ExternalInterface and FSCommand to support srcipt ( Java… ? )
and much more….
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kingston250, Newbie
Posted: 16 March 2013 11:54 AM Total Posts: 11
[ # 6 ]
Not so good but i think its ok.
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Luca, Sr. Member
Posted: 16 March 2013 06:26 PM Total Posts: 230
[ # 7 ]
Work in progress….
Some problems with stage3DProxy, ( to support multi layers, and starling ) solved….
Flex doesn’t support away direcly…
Method, functionality, possibility are almost infinite.
The code must be ( at this time ) modified continuosly
but, be patient
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Luca, Sr. Member
Posted: 16 March 2013 06:46 PM Total Posts: 230
[ # 8 ]
Now this:
var UnprojectVector:Vector3D = View.unproject( P.x, P.y, P.z );
mmmmm
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Luca, Sr. Member
Posted: 17 March 2013 10:47 AM Total Posts: 230
[ # 10 ]
may be because ?
//
var vLens:Vector3D = _view.camera.lens.unproject( _view.mouseX, _view.mouseY, 0.0 );
trace( “Unprojected lens(Projection) coords: ” + vLens.x + ” ” + vLens.y + ” ” + vLens.z );
//
var v:Vector3D = _view.unproject( _view.mouseX, _view.mouseY );
//
_sphere.x = _view.camera.x + ( v.x - _view.camera.x ) * vLens.z;
_sphere.y = _view.camera.y + ( v.y - _view.camera.y ) * vLens.z;
_sphere.z = _view.camera.z + ( v.z - _view.camera.z ) * vLens.z;
and:
Unprojected lens(Projection) coords: 6004.442659550269 -2875.204119753776 20.000002086162535
What do you think about it ?
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Luca, Sr. Member
Posted: 17 March 2013 04:04 PM Total Posts: 230
[ # 11 ]
But now… what happen if i scale the view ?
The view ?
mmmm
Houston, we have a problem….
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Luca, Sr. Member
Posted: 18 March 2013 05:19 PM Total Posts: 230
[ # 12 ]
Finally, by using hovercontroller we have:
// var ReturnCoords:Vector3D = new Vector3D(); // var v0:Vector3D = new Vector3D( -( ( View.width / 2 ) - Coord.x ) / ( View.width / 2 ), -( ( View.height / 2 ) - Coord.y ) / ( View.height / 2 ) );
// var vLens:Vector3D = View.camera.lens.unproject( v0.x, v0.y, CameraDistance ); // var v:Vector3D = View.unproject( Coord.x, Coord.y, CameraDistance );
// ReturnCoords.x = ( View.camera.x + ( v.x - View.camera.x ) * ( Math.abs( CameraDistance ) / vLens.z ) );
// ReturnCoords.y = ( View.camera.y + ( v.y - View.camera.y ) * ( Math.abs( CameraDistance ) / vLens.z ) );
// ReturnCoords.z = ( View.camera.z + ( v.z - View.camera.z ) * ( Math.abs( CameraDistance ) / vLens.z ) );
simple is not it ?
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Luca, Sr. Member
Posted: 19 March 2013 10:27 AM Total Posts: 230
[ # 13 ]
Added conditional compilation, terrain, some other features…
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Luca, Sr. Member
Posted: 19 March 2013 07:58 PM Total Posts: 230
[ # 14 ]
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Luca, Sr. Member
Posted: 21 March 2013 04:15 PM Total Posts: 230
[ # 15 ]
Do you know DOOM ( obviously from DOOM to DOOM3 )
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