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Archive for the ‘Papervision’ Category

Metabubbles

Thursday, April 9th, 2009

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 ...

Asteroids 3D

Saturday, November 29th, 2008

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 ...

Imperial Safari

Saturday, November 15th, 2008

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 ...

Sokoban 3D

Wednesday, November 5th, 2008

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 ...

Dynamic displacement

Saturday, July 12th, 2008

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, ...

X-Wing

Wednesday, July 9th, 2008

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: ...

Oranges

Sunday, July 6th, 2008

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 ...

The Eye

Saturday, July 5th, 2008

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)