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 …
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!
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.
Sokoban 3D – an adaptation of the classig strategy game from 1982.
It parses 100 levels (including the 50 original ones ) and allows the player to freely choose them.
The undo-function witch you might remember from the classic version is missing by design – to keep it a little chalanging.
Take a break and play Sokoban 3D
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.
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)
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.
The Eye is another audiovisualisation build to test the effects-branch of PV3D GW.
It draws 100 primitives wich upper four vertices move with the audiospectrum.
The reflection is created with a blur-effectlayer on a seperate viewport for the groundplane.
(Thanks to Lee Felarca for the inspiration)