<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>AlmostLogical.com &#187; Papervision3D</title>
	<atom:link href="http://blog.almostlogical.com/tag/papervision3d/feed/" rel="self" type="application/rss+xml" />
	<link>http://blog.almostlogical.com</link>
	<description>Flash, Unity3D, Papervision3D, New Media and pretty much anything else that is related to the Internet. Blog by Devin Reimer.</description>
	<lastBuildDate>Thu, 08 Jul 2010 16:51:46 +0000</lastBuildDate>
	<generator>http://wordpress.org/?v=2.9.2</generator>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
			<item>
		<title>JigLibFlash Rewrite &#8211; Video Game Case Physics Example</title>
		<link>http://blog.almostlogical.com/2009/04/13/jiglibflash-rewrite-video-game-case-physics-example/</link>
		<comments>http://blog.almostlogical.com/2009/04/13/jiglibflash-rewrite-video-game-case-physics-example/#comments</comments>
		<pubDate>Tue, 14 Apr 2009 04:47:21 +0000</pubDate>
		<dc:creator>Devin Reimer</dc:creator>
				<category><![CDATA[Papervision3D]]></category>
		<category><![CDATA[Physics (JigLibFlash)]]></category>
		<category><![CDATA[AS3]]></category>
		<category><![CDATA[Demo]]></category>
		<category><![CDATA[Example]]></category>
		<category><![CDATA[JigLibFlash]]></category>
		<category><![CDATA[Papervision]]></category>
		<category><![CDATA[Physics]]></category>
		<category><![CDATA[rewrite]]></category>
		<category><![CDATA[Source]]></category>
		<category><![CDATA[Video Game Case]]></category>

		<guid isPermaLink="false">http://blog.almostlogical.com/?p=400</guid>
		<description><![CDATA[

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 , ...]]></description>
		<wfw:commentRss>http://blog.almostlogical.com/2009/04/13/jiglibflash-rewrite-video-game-case-physics-example/feed/</wfw:commentRss>
		<slash:comments>3</slash:comments>
		</item>
		<item>
		<title>Papervision3D Lecture &#8211; Winnipeg Code Camp (3D Video Game Case Example)</title>
		<link>http://blog.almostlogical.com/2009/03/17/winnipeg-code-camp-example/</link>
		<comments>http://blog.almostlogical.com/2009/03/17/winnipeg-code-camp-example/#comments</comments>
		<pubDate>Wed, 18 Mar 2009 01:52:17 +0000</pubDate>
		<dc:creator>Devin Reimer</dc:creator>
				<category><![CDATA[Papervision3D]]></category>
		<category><![CDATA[3D Web Development]]></category>
		<category><![CDATA[Code Camp]]></category>
		<category><![CDATA[Demo]]></category>
		<category><![CDATA[Event]]></category>
		<category><![CDATA[Lecture]]></category>
		<category><![CDATA[Session]]></category>
		<category><![CDATA[Source]]></category>
		<category><![CDATA[Speaker]]></category>
		<category><![CDATA[Winnipeg]]></category>
		<category><![CDATA[Xbox Case]]></category>

		<guid isPermaLink="false">http://blog.almostlogical.com/?p=323</guid>
		<description><![CDATA[

Winnipeg Code Camp is over and it was a success. I hope everyone that was able to attend my lecture thought it was informative. If anyone has any feedback on how I could make my next presentations better, please drop me a line.

To see one of my presentation demos click here.

To get the source click here. ]]></description>
		<wfw:commentRss>http://blog.almostlogical.com/2009/03/17/winnipeg-code-camp-example/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Papervision3D Lecture &#8211; Winnipeg Code Camp</title>
		<link>http://blog.almostlogical.com/2009/03/09/papervision3d-lecture-winnipeg-code-camp/</link>
		<comments>http://blog.almostlogical.com/2009/03/09/papervision3d-lecture-winnipeg-code-camp/#comments</comments>
		<pubDate>Mon, 09 Mar 2009 07:17:15 +0000</pubDate>
		<dc:creator>Devin Reimer</dc:creator>
				<category><![CDATA[Announcements]]></category>
		<category><![CDATA[3D Web Development]]></category>
		<category><![CDATA[Code Camp]]></category>
		<category><![CDATA[Event]]></category>
		<category><![CDATA[Lecture]]></category>
		<category><![CDATA[Papervision3D]]></category>
		<category><![CDATA[Session]]></category>
		<category><![CDATA[Speaker]]></category>
		<category><![CDATA[Winnipeg]]></category>

		<guid isPermaLink="false">http://blog.almostlogical.com/?p=306</guid>
		<description><![CDATA[

On March 14th I will be speaking at this year's Winnipeg Code Camp. My lecture is titled '3D Web Development - Papervision3D and Beyond'. This lecture will include a brief history of 3D content on the web, how to get started in Papervision3D including functional examples and an overview of where this technology is headed. Knowledge of ActionScript is not required to get a lot out of this session. Event registration begins at 8:00 am and did I mention this is a free event. Head on over to their official site for more information (http://www.winnipegcodecamp.com). ]]></description>
		<wfw:commentRss>http://blog.almostlogical.com/2009/03/09/papervision3d-lecture-winnipeg-code-camp/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>3D Ball Adventure (JigLibMotionSpringCamera3D) Part 3</title>
		<link>http://blog.almostlogical.com/2009/02/22/3d-ball-adventure-jiglibmotionspringcamera3d-part-3/</link>
		<comments>http://blog.almostlogical.com/2009/02/22/3d-ball-adventure-jiglibmotionspringcamera3d-part-3/#comments</comments>
		<pubDate>Mon, 23 Feb 2009 05:31:41 +0000</pubDate>
		<dc:creator>Devin Reimer</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Papervision3D]]></category>
		<category><![CDATA[Physics (JigLibFlash)]]></category>
		<category><![CDATA[AS3 Physics]]></category>
		<category><![CDATA[JibLibMotionSpringCamera3D]]></category>
		<category><![CDATA[JigLib]]></category>
		<category><![CDATA[JigLibFlash]]></category>
		<category><![CDATA[Papervision]]></category>
		<category><![CDATA[Physics]]></category>
		<category><![CDATA[SpringCamera]]></category>
		<category><![CDATA[SpringCamera3D]]></category>

		<guid isPermaLink="false">http://blog.almostlogical.com/?p=255</guid>
		<description><![CDATA[

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 ...]]></description>
		<wfw:commentRss>http://blog.almostlogical.com/2009/02/22/3d-ball-adventure-jiglibmotionspringcamera3d-part-3/feed/</wfw:commentRss>
		<slash:comments>10</slash:comments>
		</item>
		<item>
		<title>3D Ball Adventure (JigLibFlash, SpringCamera3D, Papervision3D) Mashup Part 2</title>
		<link>http://blog.almostlogical.com/2009/02/09/3d-ball-adventure-jiglibflash-springcamera3d-papervision3d-mashup-part-2/</link>
		<comments>http://blog.almostlogical.com/2009/02/09/3d-ball-adventure-jiglibflash-springcamera3d-papervision3d-mashup-part-2/#comments</comments>
		<pubDate>Tue, 10 Feb 2009 04:05:31 +0000</pubDate>
		<dc:creator>Devin Reimer</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Papervision3D]]></category>
		<category><![CDATA[Physics (JigLibFlash)]]></category>
		<category><![CDATA[3D Ball]]></category>
		<category><![CDATA[AS3 Physics]]></category>
		<category><![CDATA[Game]]></category>
		<category><![CDATA[JigLib]]></category>
		<category><![CDATA[JigLibFlash]]></category>
		<category><![CDATA[Papervision]]></category>
		<category><![CDATA[SpringCamera3D]]></category>

		<guid isPermaLink="false">http://blog.almostlogical.com/?p=235</guid>
		<description><![CDATA[

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. ...]]></description>
		<wfw:commentRss>http://blog.almostlogical.com/2009/02/09/3d-ball-adventure-jiglibflash-springcamera3d-papervision3d-mashup-part-2/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>3D Ball Adventure (JigLibFlash, SpringCamera3D, Papervision3D) Mashup Part 1</title>
		<link>http://blog.almostlogical.com/2009/02/02/3d-ball-adventure-jiblibflash-springcamera3d-papervision3d-mashup-part-1/</link>
		<comments>http://blog.almostlogical.com/2009/02/02/3d-ball-adventure-jiblibflash-springcamera3d-papervision3d-mashup-part-1/#comments</comments>
		<pubDate>Mon, 02 Feb 2009 05:29:59 +0000</pubDate>
		<dc:creator>Devin Reimer</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Papervision3D]]></category>
		<category><![CDATA[Physics (JigLibFlash)]]></category>
		<category><![CDATA[3D Ball]]></category>
		<category><![CDATA[AS3 Physics]]></category>
		<category><![CDATA[Flash Game]]></category>
		<category><![CDATA[JigLib]]></category>
		<category><![CDATA[JigLibFlash]]></category>
		<category><![CDATA[SpringCamera]]></category>
		<category><![CDATA[SpringCamera3D]]></category>

		<guid isPermaLink="false">http://blog.almostlogical.com/?p=206</guid>
		<description><![CDATA[

A couple of weeks ago a new 3D physics engine for AS3 called JigLibFlash was released into early alpha. I've been playing around with different 3D physics engine for Papervision3D for a little while now. The problem was I could not get the ease of use and performance I wanted out of anything that was currently available. This finally changed when I came across JigLibFlash. This library is relatively easy to use and the performance is quite good. Check out the code base at http://code.google.com/p/jiglibflash/ or jump over to their blog at http://www.jiglibflash.com/blog/. Important Note: This library is currently undocumented, has no tutorials and is in early alpha so it is not for the faint of heart, but if that ...]]></description>
		<wfw:commentRss>http://blog.almostlogical.com/2009/02/02/3d-ball-adventure-jiblibflash-springcamera3d-papervision3d-mashup-part-1/feed/</wfw:commentRss>
		<slash:comments>3</slash:comments>
		</item>
		<item>
		<title>Papervision3D Image Shatter Effect</title>
		<link>http://blog.almostlogical.com/2008/10/15/papervision3d-image-shatter-effect/</link>
		<comments>http://blog.almostlogical.com/2008/10/15/papervision3d-image-shatter-effect/#comments</comments>
		<pubDate>Thu, 16 Oct 2008 04:30:05 +0000</pubDate>
		<dc:creator>Devin Reimer</dc:creator>
				<category><![CDATA[Papervision3D]]></category>
		<category><![CDATA[2.0]]></category>
		<category><![CDATA[Beta]]></category>
		<category><![CDATA[Caurina]]></category>
		<category><![CDATA[Effect]]></category>
		<category><![CDATA[Image]]></category>
		<category><![CDATA[Papervision]]></category>
		<category><![CDATA[Shatter]]></category>
		<category><![CDATA[Source Code]]></category>
		<category><![CDATA[Tweener]]></category>

		<guid isPermaLink="false">http://blog.almostlogical.com/?p=108</guid>
		<description><![CDATA[

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.





You can download the source code here

This demo may run too slow on older computers, however you can speed it up by decreasing the number of planes by ...]]></description>
		<wfw:commentRss>http://blog.almostlogical.com/2008/10/15/papervision3d-image-shatter-effect/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Papervision3D Rotating Billboard Effect</title>
		<link>http://blog.almostlogical.com/2008/08/12/papervision3d-rotating-billboard-effect/</link>
		<comments>http://blog.almostlogical.com/2008/08/12/papervision3d-rotating-billboard-effect/#comments</comments>
		<pubDate>Tue, 12 Aug 2008 06:36:50 +0000</pubDate>
		<dc:creator>Devin Reimer</dc:creator>
				<category><![CDATA[Papervision3D]]></category>
		<category><![CDATA[3D Billboard]]></category>
		<category><![CDATA[Image Effects]]></category>
		<category><![CDATA[Papervision]]></category>
		<category><![CDATA[Rotating Billboard]]></category>

		<guid isPermaLink="false">http://blog.almostlogical.com/?p=5</guid>
		<description><![CDATA[

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.





You can download this source code here

Note: This source code works with Papervision 2.0 Alpha - ‘Great White’ up until revision 638. There have been some big changes since ...]]></description>
		<wfw:commentRss>http://blog.almostlogical.com/2008/08/12/papervision3d-rotating-billboard-effect/feed/</wfw:commentRss>
		<slash:comments>6</slash:comments>
		</item>
	</channel>
</rss>
