I’ve been seeing a lot of cool 3d Flash stuff here and there, mostly on development blogs or forums. When I tell people that Flash can do 3d stuff, I get an impression which is a mixture of shock and disbelief. After checking out an informative PaperVision 3d video tutorial on gotoandlearn.com, I was less intimidated and ready to jump into it. Been looking for an excuse to brush up on my 3d skillz.

CUBOCC face demo
Anyway, I saw this demo at http://cubo.cc/ today and it kind of shocked me. Apparently it’s a bit viral already, spreading around the net as it should. Some awesome coding, brilliant texturing and a simple design goes a long way, doesn’t it? The future of Google Adsense? Unfortunately, most likely! haha
But wait… that’s not all!
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Filed under: 3d, Actionscript, Everything, Flash Gaming by Bryson Whiteman
1 Comment »
(See TraceManager (AS2) Update)
Finally I put some code up here:
“TraceManager.as”
“TraceManager Test.fla”
This is an AS file I put together for some big engine work. When your jamming together a lot of code and a big library of functions, it becomes difficult to keep track of what’s working and what’s breaking. For me, constantly turning traces on and off and having to figure out the meaning of traces that I wrote weeks (or even months) ago gets old fast.
Lately, my physics work has me running more functions than you can shake a stick at; functions within functions within functions, nesting like you wouldn’t believe. This leads to the most hideously complex tracing, almost nullifying the reason you trace data to begin with. So I put together this TraceManager to end such problems once and for all:
_________________________________________
Time(seconds): Depth: Function:
—————————————–
0________________+0____function1 (test1){
0________________+1________function2 (test1 1){
0________________+2____________function3 (test1 1 2){
0________________-2____________} function3—RESULT( test1 1 2 3 )
0________________-1________} function2—RESULT( test1 1 2 3 )
0________________-0____}function1—RESULT( test1 1 2 3 )
-This trace is from the example fla. It runs like so: function1 takes a string (“test1″) and adds a ” 1″ to it, then passes the result to function2; function2 adds a ” 2″ and passes the result to function3; function3 adds a ” 3″ to the string and returns it. Each function returns its own result to its parent function until all functions are complete.
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Filed under: Actionscript, Everything, Sokay Development by Christopher J. Rock
5 Comments »
I just checked out this impressive port of the Doom engine to Flash. It even loads up the original external .wad map files!
Check it out!

It might not be the first Flash port, but it’s definitely the first that resembles the original in speed and resolution. I could totally imagine playing some deathmatch in this thing. Can’t wait till something like that is available.
It’s also worth nothing that this was not created using Flash. It was developed on Linux using open-source/free Flex tools.
This reminds of back in 2001 or so when I saw a demo for a Quake 3 looking engine in Shockwave running incredibly fluidly. I recall it being a Q3 port of some sort because it was created by the same company that ported Q3 to Dreamcast, Raster Productions. I’m assuming it was some kind of port because they removed the demo after a short while, I believe because of legal matters.
Filed under: 3d, Actionscript, Everything, Flash Gaming by Bryson Whiteman
2 Comments »