Flash

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Projects made for the Adobe Flash Player

X Gems of AS3 Language Design

Tue, 05/04/2010 - 23:05 — Boris

Ok, so AS3 has its fair share of problems. It is slow, it has next to no support for templates/generics and somewhat sparse standard library. And yet still I love using it.

Why? It has managed to pull together some of the rarer features that I think every language should have. Language designers, take note of the following.

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Relase of Box2DFlash 2.1a

Fri, 01/15/2010 - 00:55 — Boris

I'm releasing an alpha version of Box2D Flash 2.1. It's got a shiny new website, too. It has may features that were lacking before, but you'll have to discover most of them for yourself.

This move is prompted mainly by the announcement of Erin that Box2D 2.1 itself is going to be delayed for more features. Also, the wiki got wiped out, so documentation is at an all time low (frankly, I'm glad the wiki's gone. I sunk much work into it, but it was still a useless reference source).

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Box2DAS3 back up to date

Fri, 10/30/2009 - 00:13 — Boris

Yeah, so I finally caught up with Erin's changes to the C++ version. It's still not quite usable though - a few bugs remain to be found, not to mention the fact patches of functionality are missing or broken. I'll be putting up a preview version soonish, though.

I also spent 10 minutes cutting out one of the more flagrant ways the engine creates too many objects (instead of re-using objects internally).

I measure the average benchmark time (using the newly created benchmark program) has decreased from 1537ms to 1378ms. That's 10% faster (as a rough estimate). Not too shabby for just one quick change. I've attached the benchmark reports.

Performance of the engine doesn't really excite me though (this is FLASH we're talking about). But it seems the done thing in dev blogs, which this is rapidly turning into.

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More Box2DAS3 v2.1a Progress

Wed, 09/30/2009 - 23:07 — Boris

Ok, the first revision (r52) of Box2DAS3 for the next version is available now on SVN. Phew, that was a lot of work.

Lots of stuff doesn't work, but the reduced testbed ought to compile and run.

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Box2DFlash 2.1 Progress

Sun, 08/30/2009 - 17:14 — Boris

Quick bulletin that I'm working on porting Erin's recent changes to Box2D, which will eventually become the bulk of 2.1. It's a pretty big job, which I'm doing at once, so there'll be nothing compilable for a while. I've done maybe 10%.

I have a few changes planned for 2.1 beyond mirroring the C++. Box2DFlashAS3 will be breaking compatibility with the C++ and backwards compatibility in both API and implementation.

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Box2DWith

Mon, 02/09/2009 - 19:38 — Boris

Announcing my newest finished project, Box2DWith. I'm collecting together various utility classes for doing all the stuff with Box2DFlashAS3, but found annoying. Demo, Docs

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Controller Grab Pack

Mon, 10/06/2008 - 00:45 — Boris

After the success of b2BuoyancyController, I'm releasing a pack of useful controllers to do other common tasks. I hope you appreciate this, these were boring to write. Demo

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b2BuoyancyController

Mon, 09/15/2008 - 00:00 — Boris

Following the poll, buoyancy seemed to be the popular choice for Box2D feature. I decided against the fancy and probably unreliable technique I was going to use, and have produced a "controller" based on good old, geometry, cribbing a fair amount of Erin Catto's notes on the subject. Demo

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Box2D Raycasts

Thu, 09/04/2008 - 22:50 — Boris

Box2D has always had a function called TestSegment for colliding segments with shapes, but it really needed conversion into proper raycasts. Check out a Demo.

I've implemented this in Flash and C++. It's the real deal: it uses Box2D's internal sweep and prune structure for efficient calculations. You should see the best performance gains on the previous naive solutions when doing very long diagonal casts, or when doing a long cast that hits something immediately.

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b2ConcaveArc

Wed, 09/03/2008 - 23:57 — Boris

My first proper contribution to the wonderful Box2D engine, specifically the Flash port. I've added a third shape type to the engine, which dramatically increases the possible shapes you can describe. Hopefully my contribution will also show other people how to add shapes, and some of the deeper aspects of the engine.

It's easier to describe than see, so try out a demo: Demo

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