Comments: open
9
05 Oct 2007

Away3D Directional smooth shading & environement reflections

by Fabrice Closier Away3D Directional smooth shading & environement reflections

After days working on the code, it's finally there. A smooth shiny reflecting surface! I let you judge of the quality and the performance... i'am very happy with this result, that's all i can say! To get there and be able to make this demo, i got help from my…

READ MORE

Comments: open
2
02 Oct 2007

Away3D Directional smooth shading

by Fabrice Closier Away3D Directional smooth shading

I just couldn't accept having phong shading only facing you, this would simply be useless in most cases and you would probably choose to have textures with 'pre-baked' shading in order to get light coming from another direction just to better translate the scenery you want to build. The model…

READ MORE

Comments: open
7
17 Sep 2007

Away3D diamond

by Fabrice Closier Away3D diamond

I've turned 40 this weekend, so i thought it would be nice to celebrate... First idea was: i do a cake! Nah... doesn't shine... Since Away3D is now able to create anything looking expensive like gold or silver, i thought, what's the most expensive material on earth? Diamonds of course!…

READ MORE

Comments: open
5
13 Sep 2007

Away3D Environement Normal Mapping

by Fabrice Closier Away3D Environement Normal Mapping

It's been a while since my last post on materials. I thought it might be good to let see we are VERY busy right now with Away3D. One of the latest feature, like this demo shows, is the normal mapping. Now natively implemented in the engine. Any mesh using this…

READ MORE

Comments: open
4
23 Aug 2007

AWAY3D: Another Glimpse of Physics

by Peter Kapelyan AWAY3D: Another Glimpse of Physics

Click the image or here to play Away3D basketball! Just like my previous post of materials "ala" Pete, well here are physics "ala" Pete. I decided to HACK some code together to get the effect I want (basically), and although I know the math may be flawed, it is something…

READ MORE