During the last Flash Onlince conference, I had the chance to share the latest work I’ve been involved in at Aerys with the rest of the Minko team. We’ve been working a lot on the next major version because we really want it to be a game changer for 3D on mobiles and the web.
You can read the original announcement for more details. But the big picture is that Minko is going to support WebGL. To introduce this new major feature we’ve created a first technical demonstration:
To help AS3 developers migrating to C++, I’ve decided I’ll start gathering resources here on this very blog. If you are interested you can start by:
During last week “Starting With Shaders” workshop, nicoptere asked me about Render To Texture (RTT). RTT is a very common technique used for multi-pass rendering. The principle is quite simple: the pre-passes render the scene in one or more textures. This texture can then be sampled to provide per-pixel data during the rendering pass.
A very common use for RTT is shadow mapping. Shadow mapping is a technique to create projected shadows. The shadow mapping rendering pass will require access to the depth of each pixel as seen from the light source which is “emitting” the shadow. Therefore, each mesh will have more than just a rendering pass. Indeed, we will have to add a pre-pass for each light in the scene to generate it’s “depth map”.
RTT can also be used to create portals! So it’s a very cool feature.
Long time no see! As you can imagine I’m quite busy with Minko and Flash 11 stuff right now. Still, I would like to introduce some related work. Do you know Nao?
Nao is a quite impressive humanoïd robot. It has a lot of features, from text-to-speech to face recognition. And of course, it can walk and look around… seeing it in action is actually completely amazing! As I introduced Aerys‘ work to Aldebaran, they asked me to work on an ActionScript 3.0 wrapper for Nao’s remote APIs as a part of a bigger project I will speak about soon. Technical details and code samples after the jump…
Today I want to talk about Minko’s API. Whats it looks like and how it feels to work with it. This is the first time ever I show some actual code using Minko. There is a great buzz around Molehill and the next release of the Flash Player in general. Please note that evet if – for obvious reasons – this post does not use the Molehill-powered version of Minko, the APIs look “pretty much” the same.
The goal of the post is for people to see what it looks like. Feedbacks are very much welcome and would be greatly appreciated!
Before we start, here is the (very) simple application we will build:
I was at “Retour de MAX” (“Back from MAX”) 2010 – an Adobe France event – to present Molehill, the new 3D API for the Flash Platform, alongside Adobe’s web consultant David Deraedt. The goal was to present the technical details about Molehill and the pros and cons of the API. We also wanted to demonstrate how Minko, our 3D engine, adds all the features Flash developers might expect when dealing with 3D.
We also presented a worldwide premiere demonstration of the new Flash 3D capabilities right in the browser (Internet Explorer 8 in this case). This experiment follows my work on rendering Quake 2 environments with Flash 10 using Minko. Of course, the new Molehill 3D API and the next version of Minko built on top of it makes this kind of work a lot easier. For this demonstration, we chose to present a Quake 3 environment viewer using HD textures provided by the ioquake3 project. Here are some screenshots (more screenshots on the Aerys website):