Download e-book for kindle: Adobe Flash 11 Stage3D (Molehill) Game Programming by Christer Kaitila

By Christer Kaitila

ISBN-10: 1849691681

ISBN-13: 9781849691680

Written in an off-the-cuff and pleasant demeanour, the fashion and method of this booklet will take you on a thrilling experience. Piece through piece, targeted examples assist you alongside the best way through delivering real-world video game code required to make an entire 3D online game. every one bankruptcy builds upon the adventure and achievements earned within the final, culminating within the final prize – your video game! should you ever desired to make your individual 3D online game in Flash, then this ebook is for you. This publication is an ideal creation to 3D online game programming in Adobe Molehill for entire novices. you don't want to understand whatever approximately Stage3D/Molehill or Flash eleven so as to benefit from the examples during this publication. This e-book assumes that you've programming adventure in AS3 (Actionscript 3).

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Extra info for Adobe Flash 11 Stage3D (Molehill) Game Programming Beginner's Guide

Example text

Don't use any built-in Flash MovieClips for now. AS3 file, as shown in the following screenshot: Some game developers prefer to stick with pure AS3 projects, free of any bloat related to the Flash IDE or Flex that uses MXML files. This technique results in the smallest source files, and typically involves use of open source (free) code editors such as FlashDevelop. If this is your weapon of choice, then all you need to do is set up a blank project with a basic as3 file that is set to compile by default.

How would you do this? y); [ 17 ] Let’s Make a Game Using Molehill! Now the output in the debug log would be 1. This would result in the original position of the treasure being incremented by one in the y-axis. In simple English, the treasure would now be floating one unit above the ground. In this example, then, the original value for locationOfTreasure was (1000,0,-15000) and after adding aNormalPointingUp to it, the new value is (1000,1,-15000). Makes sense, doesn't it? The variable aNormalPointingUp is a special kind of vector.

You will define a texture, the image of rusty metal. You will compile a fragment program, instructing Molehill how to draw that texture, as well as a vertex program, which instructs Molehill what to do with the vertex data. When the game is running, you might decide to fade the box out by sending a few numbers to your fragment program. Perhaps, you will change the box from rusty metal to wood by replacing the texture it uses. Alternately, you might want to make the box wobble as if it is made out of jelly by sending a few numbers to your vertex program.

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Adobe Flash 11 Stage3D (Molehill) Game Programming Beginner's Guide by Christer Kaitila


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