Earlier this week I stumbled upon #000000book.com a site created as an open database of GML files. GML is a new XML format used to describe graffiti tags. This is my first experiment in stylized rendering of graffiti in 3D.
For a while now I’ve been wanting to experiment with volumetric lighting techniques in Papervision and the other day I came across a post processing technique that gives great results for very modest overhead.
With my 11bit depth buffer technique in PV3D the primary goal was enabling post processing effects that are only achievable with a depth buffer however at the back of my mind I wondered if depth testing was in some way feasible.
As you can probably tell from the experiments on this site I have something of a love affair with 3D in Flash. Recently I was invited to join the Papervision3D team as a contributing member to help out with the latest iteration of the engine, PV3D 3.0…
Fluid dynamics is the study of fluids in motion. Simulating the interactions of gas and liquid in motion is a highly processor intensive task but the results can be well worth it. This is my first attempt at a fluid dynamics smoke/cloud experiment in Flash.
Using the same Pixel Bender kernel as my previous depth of field experiment it is possible to achieve depth based fog. Source code for this example included!
The biggest issue with my past DOF experiments was the lack of depth buffer precision. With my latest PV3D depth buffer implementation providing 11bit precision at the pixel level the past DOF limitations are no longer an issue.
Screen Space Ambient Occlusion is a post processing technique for approximating the shading achieved by ambient occlusion. In this example I implement SSAO for Papervision using a custom depth buffer material and Pixel Bender.
An early preview of my Screen Space Ambient Occlusion implementation in Papervision. Utilizing an 11bit depth buffer and Pixel Bender kernel.
The first major step when developing a 3D app is finding a way of importing models created in external editing software. Using my MD2 Objective C classes you can easily load, render and animate MD2 models in your iPhone app, example project included!
One of the features that most modern graphics accelerators support is a ZBuffer (also known as a depth buffer). This can be thought of as an image that provides per pixel depth information. In this experiment I emulate a ZBuffer in Papervision and use it to create a realtime volumetric Depth of Field effect.
Before the advent of per pixel shaders, developers were creating faux-3D textures for things such as grass and fur by giving the target object several layers. If the layers are close enough together and the object is far enough away from the camera a texel will have the illusion of being a 3D strand.
One of my favorite post processing graphical effects in modern gaming is the bloom filter. This is the appearance of light spilling into darker areas producing a glow around bright objects such as a window in a dark room looking out on a bright landscape. With some BitmapData trickery this effect is possible in Flash!
During a project last year I was faced with an interesting challenge, altering a constant value inside an already compiled SWF. Due to the specifics of the project it turned out to be as simple as hardcoding the address of the constant and overwriting with the new value but my interest in a native AS3 SWF file library had been sparked.
Earlier in the week fingergaming.com gave me the opportunity to answer a few questions on the development of EatWillGrow and the iPhone platform in general. FingerGaming is a great site focused on all things gaming for the iPhone and iPod touch and is brought to you by the same people as gamasutra.com a game development site I have been reading and learning from for years.
The first EatWillGrow update is complete and has been submitted to the Apple gods for review. Assuming this round mirrors the original release it should be hitting the App Store next Thursday. Aside from some minor fixes and a new Help screen this update brings accelerometer control!
I am happy to say that my first iPhone game EatWillGrow is now available for purchase on the iTunes App Store. It’s been an interesting journey with many late nights neck deep in documentation and getting intimate with Leaks and Shark. I am hoping to write about some of these experiences over the coming months.
Tonight I received the email I had been waiting for, Apple informing me they have deemed my game “Ready for sale”. I submitted my game for approval last Wednesday making that a 7 day turn around, not bad at all. It should appear on the appstore within the next 24hours.