Blog

JigLibFlash Rewrite – Video Game Case Physics Example

April 13, 2009 by Devin Reimer

Video Game Case Physics Screenshot

Over the past 2 months the JigLibFlash team has been re-architecting the whole JigLibFlash project and the new version is now available. Using this re-architected library is quite a bit different from the old version. So before I convert some of my older stuff over, I decided to making a new demo of the updated library in action.

In this demo randomly positioned and oriented video game cases drop one on top of the other until 7 cases are on the screen. Then it resets and starts all over again. It is a very simple example, but it will give you a place to start.

To play the demo click here.

To get the source click here.

Source Requirements: You will need Papervision3D , JigLibFlash and bulk-loader to compile the source.

Note: The case is a scan of my copy of ‘Left 4 Dead’, if you want to read a good article on how the actual case artwork came to be, check out this link: http://www.l4d.com/blog/post.php?id=2353

3D Ball Adventure (JigLibMotionSpringCamera3D) Part 3

February 22, 2009 by Devin Reimer

3D Ball Adventure Version 3 Screenshot

Over the passed week and an half, I went through almost every line of code in this project and rewrote and refactored it. After a bit of work, I discovered the cause of the major camera bug that would cause the camera to freak out when pointed north. This issue is now fixed. The springiness of the camera has also been loosened up a bit, so the camera motion is a lot smoother.

Since I got the new camera system to work, I decided to make it a nice and programmer friendly class called JigLibMotionStringCamera3D. I am aware that this name is terrible and long, but it describes the camera’s function perfectly. The camera uses a JigLibFlash RigidBody object as its target and moves based on its motion not the direction it is facing. Part of the camera’s smooth motion is achieved by extending the SpringCamera3D class. While this camera does have specific job, I know that there are a lot of uses for a camera like this. If you find a cool use for it, drop me a line.

The viewable area of this version has been increased and a little challenge has been added to the end of the level for those who played the last version.

If anyone has created any cool levels using the xml level creator send me an email. I would love to incorporate them in my next version.

To play the demo click here.

To get the source click here.

Note: You will need Papervision3D, JigLibFlash and Tweener to compile the source.

Update: The swf example has been updated to fix an issue when viewed on any page but the main page. Thanks to Chris Hill for pointing this out.

3D Ball Adventure (JigLibFlash, SpringCamera3D, Papervision3D) Mashup Part 2

February 9, 2009 by Devin Reimer

I have been busy over the past week improving the ‘3D Ball Adventure’ game. While the use of the SpringCamera3D in the last version was usable, it did have a problem, it was locked onto to two planes of motion and had no rotation. So I under took the challenge of creating an easy to use 3rd person camera view using SpringCamera3D. I greatly under estimated the challenge of creating a camera system that competently followed the motion of the ball but also gave the user the freedom to make camera corrections. While this version isn’t perfect, it is still pretty cool.

I also have updated the xml level generator with new features like object groups, player start position, standardized objects. Also instead of x,y,z being the center of a box, it is now the top, close, left corner (which is way easier to design for).

To play the demo click here.

To get the source click here.

Note: As before you must have Papervision3D and JibLibFlash to run the source.

Papervision3D Image Shatter Effect

October 15, 2008 by Devin Reimer

Image Shatter Demo Screenshot

This Papervision3D demo is of an image shattering effect. It is achieved by using the Caurina Tweener to independently move each plane. They start in random locations and move toward a point of origin, thus assembling the image. Once complete, the planes randomly scatter and the process repeats.

This project was an ideal reason to start using the Tweener library in conjunction with Papervision3D. When creating movements in Papervision, Tweener is superior to other libraries in terms of accuracy, flexibility, and ease of use. This project is a good stress test for rendering numerous planes at the same time – in this case, 192.

Continue reading for a working demo and source code.

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StatsView in Papervision 2.0

September 7, 2008 by Devin Reimer

Hidden in Papervision 2.0 Beta 1 Great White, there are many features that people are unaware or do not know how to use. Since the API is still in progress and examples are few and far between, I’m going to try to shed some light on some of these features.

The first feature that I’m going to go over is StatsView. I have been looking for a good on-screen display of FPS (frames per second) and triangles being rendered, and in searching the Papervision 2.0 framework, I found what I was after.

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Papervision3D Rotating Billboard Effect

August 12, 2008 by Devin Reimer

Rotating Billboard Demo Screenshot

One of the first projects I worked on when I started working with Papervision3D 2.0 Alpha ‘Great White’ was new unique ways of displaying images. The first demo I developed was a rotating billboard effect. This effect simulates real life rotating billboards but enables the addition of as many images as desired. Instead of being limited to three images on the three sides of the prism, the program automatically swaps out the image that is facing away from the user with the next image.

Continue reading for a working demo and source code.

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