Category Archives: Papervision

Metabubbles

Metabubbles

This little 3D experiment is called Metabubbles as it´s behavior and look are quite similar to those of real metaballs.

In fact it is just PV3D ViewportLayers with the blend-mode “add” that produce those gooey effects when balls with a similar z-depth pass each other – “old school”.

The cpu-load is quite high but the result is as psychedelic and relaxing as watching a lava-lamp…

Sit back and take a time out …

Asteroids 3D

Asteroids 3D

Once more a classic game gets revived with Papervision – Asteroids 3D.
Asteroids was one of the the first arcade shooters, developed 1979.

This version features dynamically generated asteroids (noise-displacement), “real” momentum and of course the famous hyperwarp.

As a decent 3D collision-detection drew to much performance, the game now uses dummy-objects and the simple and quick AABB-solution.

Try Asteroids 3D and blast some Asteroids!

Hint: Don´t forget your momentum when hyperwarping!

Imperial Safari

Imperial Safari

Again these two experiments were made do test the limits of Papervision and to explore the possibilities of flash 3D-games.

The first demo – Imperial already looks a lot like LucasArts “Dark Forces” from 1995.
It loads MD2 models that include a small vertex-animation witch gets randomized.

Safari shows a possible race-game.
The terrain works like the displacement experiment shown here earlyer.

Dynamic displacement

Dynamic displacement

Displacementmaps are used to transform the vertices of a given mesh by the values of their pixels color.
Dynamic displacements add the possibility to modify or re-create the surface of a mesh during runtime.

Nearly any 3D-software or engine supports displacementmaps – Papervision needed a little help to handle that task.

As this test shows, Papervision is able to redraw an animated displacementmap on a plane with 48*36 intersections in realtime.

X-Wing

X-Wing

This scene loads a mesh, existing of 3.000 vertices more then a dozend bitmaptextures, with a slightly modified version of the new 3DS-parser that has been adapted from Away3D to Papervision.

Engine-glow is again done with an effectlayer and the GF FX-branch.

The BitmapFileMaterial-class was tweaked at line 287 to improve mip-mapping: loadedBitmap.smoothing=true

(Thanks to Zupko.info for the lensflare-library)

Oranges

Oranges

To quickly checkout the possibilities of physics within Papervision this little setup was build.

100 primitives are thrown into a boundArea – gravitation, elasticity, friction and of course collision are calculated by the WOW-Engine (v.1).

The boundArea rotates to a audiostream to show a little more variance in the behavior of the objects.
 
Int he meantime the alpha of WOW-Engine v.2 has been released.