New PDF release: Adobe Flash 11 Stage3D (Molehill) game programming :
By Christer Kaitila
Written in an off-the-cuff and pleasant demeanour, the fashion and process of this ebook will take you on an exhilarating experience. Piece through piece, designated examples assist you alongside the way in which through supplying real-world video game code required to make a whole 3D game. each one bankruptcy builds upon the adventure and achievements earned within the final, culminating within the final prize – your online game! if you happen to ever desired to make your individual 3D video game in Flash, then this publication is for you. This ebook is an ideal creation to 3D online game programming in Adobe Molehill for entire rookies. you don't want to understand something approximately Stage3D/Molehill or Flash eleven to be able to reap the benefits of the examples during this publication. This booklet assumes that you've programming adventure in AS3 (Actionscript three)
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Additional resources for Adobe Flash 11 Stage3D (Molehill) game programming : beginner's guide
XML file that instructs it how to handle the newer Stage3D functionality. zip If the preceding link no longer works, do not worry. The files you need are included in the source code that accompanies this book. Once you have obtained and unzipped this file, you need to copy some files into your CS5 installation. 0\FP11 Restart Flash Professional after that and then select 'Flash Player 11' in the publish settings. It will publish to a SWF13 file. As you are not using Flex to compile, you can skip all of the following sections regarding Flex.
You can see that the proportions for each axis are the same, now they just add up to one. Normals are really handy in game programming, and you will see them mentioned all the time. Remember that a normal is just a vector that is only one unit long. Matrices Sometimes you need to move and rotate and scale an object all in one go. In order to make your life easier, another AS3 class can be used. A Matrix3D is simply a collection of vectors. Each vector inside it describes the position, rotation, and scale.
The term "normal" literally means perpendicular (for example, normal to a plane, or pointing straight away from a particular surface). For example, a normal vector that describes something as pointing straight up would be [0,1,0] (assuming the y coordinate is up in this world, this vector describes a direction that is perpendicular to the "ground"). In the preceding example source code, the variable named aNormalPointingUp is simply a Vector3D that has a length of one. The reason why normals are so handy is that, because they have a length of one, you can use them to multiply with times or distances or speeds.
Adobe Flash 11 Stage3D (Molehill) game programming : beginner's guide by Christer Kaitila