a question popped up on the papervision3D mailing list the other day about using the lines3D class to trace a 3D object. i found the idea fascinating, so i whipped up this little demo to demonstrate how simple it actually was. i started out by creating a simple cylinder with a wide base and small top, and setting its visibility to false. then creating my lines3D object. finally in the render loop i create a new line3D that connects each vertice. by checking to see in a counter variable is less than the total object vertice count ((box.geometry.vertices.length)), and adding a new line3D if the counter is less than that, or deleting all the lines and starting over...
Read: tracing 3D objects with papervision3D »
my pal nonfinite has finally released his long-awaited album entitled northbridge. listening brings you right back to your childhood (or your whole life in my case :P) sitting in front of the tv wasting the hours away playing video games an enjoying their repetitious bleep-bloop style beats. and nonfinite has his sounds on point! by using a homebrew gameboy cart called LSDJ he produces his new music on old hardware, giving him that pure old skool "chip tune" sound. grab your copy of the album here, FREE! nonfinite also does custom gameboy mods, check out his store
Read: nonfinite - northbridge »
we were discussing recursive algorithms and chaos theory at work yesterday. when one of the chemistry professors brought up the lorenz attractor. he was trying to draw one on the white board for about 10 minutes until i decided it would be easier to draw in flash, lol!
after a quick conversation w/ andy zupko about the new Line3D object, and my new CanvasView3D component for papervision, i made a sweet lorenz attractor!
the algorithm is super simple:
x1 = x0 + h * a * (y0 - x0); y1 = y0 + h * (x0 * (b - z0) - y0); z1 = z0 + h * (x0 * y0 - c * z0);
Read: the lorenz attractor »
after my last post about creating an actionscript project that extends the basic view, i got to thinking... my flex canvas3D is getting a bit outdated. these days i just make canvas then add my viewport3D or a basicView to it. so why not create a new UIcomponent that extends basicView? why not indeed...
introducing my new class, called CanvasView3D! this little flex gem makes setting up papervision3D in an MXML setting simple. by creating the CanvasView3D component, and initializing it to a local variable, you will automatically create a scene3D, camera3D, viewport3D, and a basicRenderEngine, all the core components of any PV3D application!
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the core PV3D team has released a new class called the basicView. the idea here is to create one object that already contains the camera, scene, viewport, and render engine needed to made a 3D scene in flash.
after reading the post about it on andy’s blog, you can see that this is a very simple technique. but lets take it one step further. why not create a new actionscipt project that extends basic view?! its very simple, and makes setting up your scene a snap!
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his weekend i decided to not dive into flash/flex for a change, but do some work in photoshop cs3 instead. there a lots of new features i have yet to learn, but this weekend i concerned myself with creating custom brushes and using them. i came up with two sick designs. the first is a gasmask and crossbones featuring one of my new fonts that's not available quite yet called v is for victorian. the other is a venture bros-esque skull vomiting up a bunch of graffiti arrows. both of these exist thanx to gomedia's amazing vector pack arsenal. they are cheap and well worth the cost.
you can download my wallpaper designs here.
the new pv3d 2.0 release features an entirely new way of dispatching and handling events. earlier versions of the engine utilized two different flavors of materials, regular and interactive. with this new release, you just have materials with a boolean interactive property.
with this simple demo, im trying to learn more about the new interactive scene events. first, you create a 3D scene, and set it's interactive flag to true:
view = new Viewport3D(width, height, scaleToStage, interactive);
then create a material and set it's interactive property to true: