Away Games Maker

Software: Away3D 4.x

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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…

wink

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 wink

 

   

Avatar
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: 08 March 2013 11:49 AM   Total Posts: 230   [ # 2 ]

Away Game Maker

Source on GITHUB
https://github.com/LucaEstiva

 

   

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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 wink

 

   

Avatar
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 smile

 

   

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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….

 

   

kingston250, Newbie
Posted: 16 March 2013 11:54 AM   Total Posts: 11   [ # 6 ]

Not so good but i think its ok.

 

   

Avatar
Luca, Sr. Member
Posted: 16 March 2013 06:26 PM   Total Posts: 230   [ # 7 ]

Work in progress…. smile

Some problems with stage3DProxy, ( to support multi layers, and starling ) solved….

wink

Flex doesn’t support away direcly…
Method, functionality, possibility are almost infinite.

The code must be ( at this time ) modified continuosly
but, be patient smile

 

   

Avatar
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

 

   

Avatar
Luca, Sr. Member
Posted: 17 March 2013 10:19 AM   Total Posts: 230   [ # 9 ]

and this WORKS !

http://code.google.com/p/away3d/source/browse/trunk/broomstick/Examples/Away3D/as/src/UnprojectTest.as?spec=svn3062&r=3062

var v:Vector3D = view.unproject(view.mouseX, view.mouseY);
Cube.x = view.camera.x + ( v.x - view.camera.x ) * 20;
Cube.y = view.camera.y + ( v.y - view.camera.y ) * 20;
Cube.z = view.camera.z + ( v.z - view.camera.z ) * 20;

but… why * 20 ? .... smile

 

   

Avatar
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 ? smile

 

   

Avatar
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…. smile

 

   

Avatar
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 ) - Coord.) / ( View.width ),
 -( ( 
View.height ) - Coord.) / ( View.height ) );

//
var vLens:Vector3D View.camera.lens.unprojectv0.xv0.yCameraDistance );
//
var v:Vector3D View.unprojectCoord.xCoord.yCameraDistance );

//
ReturnCoords.= ( View.camera.+ ( v.View.camera.) *
 ( 
Math.absCameraDistance ) / vLens.) );

//
ReturnCoords.= ( View.camera.+ ( v.View.camera.) *
 ( 
Math.absCameraDistance ) / vLens.) );

//
ReturnCoords.= ( View.camera.+ ( v.View.camera.) *
 ( 
Math.absCameraDistance ) / vLens.) ); 

simple is not it ? smile

 

   

Avatar
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 ]

Working with materials…

 

   

Avatar
Luca, Sr. Member
Posted: 21 March 2013 04:15 PM   Total Posts: 230   [ # 15 ]

Do you know DOOM ( obviously from DOOM to DOOM3 ) smile

 

   
   

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