By Christer Kaitila
Written in an off-the-cuff and pleasant demeanour, the fashion and procedure of this ebook will take you on an exhilarating event. Piece by way of piece, specific examples assist you alongside the best way by means of offering real-world video game code required to make an entire 3D game. each one bankruptcy builds upon the event and achievements earned within the final, culminating within the final prize – your video game! if you happen to ever desired to make your personal 3D online game in Flash, then this publication is for you. This ebook is an ideal advent to 3D video game programming in Adobe Molehill for entire rookies. you don't need to grasp whatever approximately Stage3D/Molehill or Flash eleven that allows you to benefit from the examples during this e-book. This booklet assumes that you've programming event in AS3 (Actionscript 3).
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Extra info for Adobe Flash 11 Stage3D (Molehill) Game Programming Beginner's Guide
Molehill is super fast, super trim, and super simple. It only does one thing, and does it well! The structure of a Molehill application In Flash, the stage is what is drawn on the screen. Sprites of various kinds (bitmaps, text input boxes, vector shapes) are attached to the stage. Molehill-enabled Flash animations attach a special kind of object, called a Stage3D in the same way. You can have more than one Stage3D on your stage. Each Stage3D has a Context3D object. [ 26 ] Chapter 2 The Context3D is the "engine".
Often, you will need to move something at the same time as rotating it, perhaps also increasing its size. The Matrix3D class uses a 4x4 square matrix: a table of four rows and columns of numbers that hold the data for the transformation. You don't need to know how a matrix is organized. Just know that it is really useful as a way to gather all the movement, rotation, and scaling data for a 3D object, so you can use it in a single line of code. There are many handy functions built into the Matrix3D class that can perform the difficult math for you, such as changing the scale or adding rotations or translations (positional changes).
In the lines of the preceding code, you instruct Flash to import various utility classes and functions that you will be using shortly. They include 3D vector math, Stage3D initializations, and the assembler used to compile fragment and vertex programs used by shaders. Try to compile the source. swc we downloaded earlier in this chapter. swc is being used as opposed to an older version. as code into the correct location. Ensure these files are in a subfolder of your source directory called com/adobe/utils/.
Adobe Flash 11 Stage3D (Molehill) Game Programming Beginner's Guide by Christer Kaitila