Flash & AS3 info, source, & experiments
conferences
Unite11 (Unity3D) Flash Day 9/27/11
Sep 27th
Today was “Flash Day” at Unite11, which discussed using Unity to publish a swf. Lucas Meijer & Ralph Hauwert (who started working for Unity in June) were the presenters and did an excellent job with it.
Why?
Unity decided to add Adobe Flash support for people who needed a larger installation customer base. This became possible since the Flash team created Stage3d at such a low API level. But, basically, Unity’s goal is to make sure that you don’t get locked into any one platform.
How?
They created an AS3 API for a large portion of Unity. They will not be publishing this yet, primarily since it is not intended to be read by humans). So Unity scripts are converted to AS3 which then tie in to their AS3 version of the API, and all of this is compiled using the mxmlc compiler.
Demos
They again referenced the impressive ShadowGun demo. Then they showed a few live demos (some spheres with physics falling, being shot, etc). It seemed to work great, but the compile time seemed to take a while. Also, I think I saw the output swf was 13.5 Mb, but I might have seen the wrong file as it flashed by quickly.
They showed a demo of Angry Bots running in the Flash player. They claimed no code changes to target the Flash Player. The game ran nearly perfect (minus a few missing explosions, etc). But nevertheless, it was a very impressive conversion.
What?
- Pricing: “TBA”
- Release: “TBA”
- Awesome: “yes”
Supported in Flash:
- Unity Physics (IDE controlled)
- Unity Particle systems
- Unity Custom & Standard shaders (ported to Agal code automatically for Flash)
Not supported in Flash:
- Any thing that needs depth textures
- Advanced audio (Doppler, reverb)
- Dynamic shadows
- No mouse-lock (so you can’t make a true FPS where the mouse controls looking)
Be cautious:
- Huge assets means a huge swf. Be careful.
- Feel free to push the GPU all you want, be go easy on the CPU.
Supported Scripting:
- C#
- JS (strict)
- Boo
Performance:
Fun quote of the day: “The best way to make your game go faster, is to have it not do stuff” – Lucas Meijer
But basically he was talking about how many things Unity does during compile time instead of runtime, to increase performance. These benefits are translated over to Flash. Examples include Lightmapping/Beast, light probes, occlusion culling, etc. All of these features are extremely awesome and a great benefit.
Asset Imports:
For release 1, there will be no way to import native Flash assets, only a way to control them.
Output:
Everything is published to a single swf (you can include the standard Unity branded preloader if you want it, or create your own). They will eventually support separate asset swf’s from each unity scene, but not for version 1.
Conclusion:
This feature looks freaking awesome. The performance was significantly better than I expected. Nevertheless, for full-blown, large-scale projects, the workflow seems like it could get complicated or bulky quickly. Having said that, this was an early demo, and the team was very open to hearing feedback from the community and adjusting the implementation accordingly (kudos!). So, I will definitely eagerly await the release and believe there can definitely be some clear benefit use-cases for it.
Flash on the Beach 2008 schedule
Sep 22nd
It’s once again the time of year for the best Flash conference. Here’s my schedule:
Day 0: Sunday 28th Sep 2008
09:30am PV3D Workshop. Ralph Hauwert
Day 1: Monday 29th Sep 2008
09:00am Keynote: Flash Now and in the Future. Richard Galvan
10:15am The best way to predict the future is to invent it. Carlos Ulloa
11:30am Things to Make and Do. Mike Jones
01:30pm A Preview of Flex 4 and “Thermo”. Mark Anders
02:45pm Creating Particle Effects with Flint. Richard Lord
04:00pm Beyond the Knowledge: The Art of Play. Eric Natzke
08:00pm Modulating a Lot. James Paterson
Day 2: Tuesday 30th Sep 2008
09:00am Welcome to The Cloud. Aral Balkan
10:15am Town Hall Meeting. Adobe
11:30am Things Every ActionScript Developer Should Know. Grant Skinner
01:30pm AIR Beyond the Basics – Taming the Desktop. Peter Elst
02:45pm Platform Jiu-Jitsu. Lee Brimelow
04:00pm Motion Graphics, one frame at a time. Nanda Costa
08:00pm The Best 8 to 12 Hours of my Life. Robert Hodgin
09:00am Advanced ActionScript Animation. Keith Peters
10:15am Papervision3D Simplified. Seb Lee-Delisle
11:30am Decompiling Flex and Flash. Doug McCune
01:30pm Play with Pixels, Bitmap Manipulation with AS3. Koen de Wegggheleire
02:45pm The Ying and Yang of Flash. Paul Betlem
04:00pm The Art of Surveillance and Self-Exposure. Jonathan Harris
Flash in Casinos and G2E recap
Nov 21st
I returned from Las Vegas a couple of days ago where the company I work for, DigiDeal, was an exhibitor at the biggest casino/gambling convention in the world, G2E (Global Gaming Expo). There were two highlights for me:
1. My parent company, IGT, has a distribution and development agreement with Microsoft for their Surface computing. I got to ‘go behind the curtain’ (literally) and have a personal demo of the multi-touch technology. Oh man is that stuff cool! I truly believe this is going to be something that changes the future. If you’re not sure you agree with me, check out the three video clips here. I can imagine some sweet multi-player Flash games!
2. It was very interesting to me to see just how many of the latest electronic casino games are using Adobe Flash for the front end. It seemed like every third game I checked out was done this way. Once Adobe releases AIR 1.0 and includes Linux support, I expect this number to raise significantly. It is very cool for me to see how many very unique implementations and applications Flash has found its way into. You rock Adobe, just get me AIR on Linux soon ;o)
FotB ’07, Astro (Flash Player 10), & Diesel (Flash CS4)
Nov 7th
In-spite of some personal international traveling hiccups, Flash on the Beach 2007 was an incredible conference! I learned something new or was greatly inspired at nearly every session that I attended. I’ll be covering the specifics of these sessions in greater detail in a series of future posts. However, the Adobe keynote done by Richard Galvan deserved its own post, of which I wanted to get out straight away.
Many of the new features that will be in Diesel (Flash CS4) we are already aware of from the announcements at MAX and other various places. These features include H.264 support, multi-core support, a 2.5D feature set, a new and improved text engine, full screen hardware acceleration, programmatic filters (Hydra), etc.
However, there were a couple of features & changes that I either didn’t know existed at all, or else I learned some further details that I previously did not:
- Typed arrays (vectors)
- 64-bit support
- “Mobile convergence”
- Hydra to use the GPU (if available)
- New ‘object-based’ tween model
- IK (Inverse Kinematics) Tweens
Typed arrays. Given that typed arrays are part of the newly proposed ECMAScript4 standard, I had anticipated Adobe would follow suit eventually, but I didn’t think that they were planning on including this in CS4. Given that Adobe just released AS3, I had assumed that they would not modify the language until CS5 in order to give the world a chance to catch up and not have to call code they write this year, “legacy code”, in the very next version. I’m certainly not complaining, however, as I have always believed this is something that should have been part of AS3 in the first place (right along side of the ability to have private constructors and properly implement the singleton pattern).
64-bit support. For obvious reasons, the community has been crying for flash 64-bit support for some time now. I had hoped that CS3 might support it, but am definitely relieved to hear that CS4 “officially” will.
“Mobile convergence.” Although I’m not entirely sure what is implied by this, it sounded to me like they intend to remove the current separation between Flash and Flash Lite. The Nokia N810 was referenced as an example of a mobile device that already supports full fledged Flash. Although there are some obvious negative ramifications of this, mobile hardware advancements are happening so rapidly, I believe this is a step in the right direction and that soon enough, the ram-hog known as Flash should run, for the most part, just fine on most mobile internet browsers. It will certainly be a solution to the great-many web developers that currently do not consider mobile devices when creating their Flash content. I agree with Aral in that, “I don’t think Flash Lite is going away any time soon,” but I do believe its days are officially numbered.
Hydra to use the GPU (if available). I have heard some confusion about whether this is true or not from various blog postings. It was wonderful to hear straight from the horse’s mouth that all filters made in HYDRA will in-fact use the GPU (if one is available). I was fearful that many would-be web developers would start going crazy using all these open source filters that they found online, and our web browsing performance would start to go down the drain. Although this may still be the case for GPU’less systems (such as most mobile devices), it should definitely allow for some powerful filter effects on *most* systems to run quite smoothly.
New ‘object-based’ tween model. Adobe is planning on making their timeline tweening creation system “object-based.” Currently, if you want to create a tween, you create a new keyframe, right click on it, and then choose add motion/shape tween. In Diesel (CS4), you’ll instead place the object that you want tweened on the stage, right click on that object, and then create the motion/shape tween on the object itself. You can then click to any different point on the timeline, manipulate whatever you’d like about the object, and magically, a new tween has been created. The difference is subtle, but since motion tweens will soon be based on the object instead of the timeline, you can do things like manipulate (scale, rotate, etc) the entire tween as its own object or entity, you can use native bezier curves to guide the object’s path, and many other cool features. It sounds like you will still be able to visually see “keyframes” for any particular tween in the timeline, you can even select which keyframes for which property should be displayed. For example, you could choose to view the keyframes that correspond to location only, or to color only, etc… Very cool. Check out this video:
IK (Inverse Kinematic) Tweens. Most of us were already pleasantly surprised at the MAX ’07 announcement that Adobe was going to support Inverse Kinematics (for more information on what it currently takes to do this in Flash, check out Keith Peters excellent book, Foundation Actionscript 3.0 Animation: Making Things Move!). But, FotB ’07 was the first time that they announced native IK tween support! This was so cool that I’ll let the video do the talking:
All in all, it was a great session. Oh, and for historical records, Paul Betlem (senior director of Engineering for the Flash player) pledged the following four commitments regarding future versions of flash:
- Backward compatibility
- Fast, efficient distribution
- Secure experiences
- Cross platform support (Mac, Windows, & Linux)
Thanks John Davey for organizing such an excellent conference!! Hopefully I’ll get to see you again at FotB’08 (which Davey announced will be Sept 27 – Oct 1, 2008)!
I posted various pictures from the event on flickr which can be seen here.
Flash on the Beach 2007 schedule
Oct 30th
It seems like every year, I hear posts about Flash on the Beach, being the ‘best conference ever‘ in one form or another. I have always dreamed of attending a Flash on the Beach conference and this year, I finally get to! My only let downs will be that Phlash5 will not be performing and I won’t be arriving in time for the Adobe sponsored poker tournament. Other than that, the classes and speakers look incredible. Here’s my schedule:
Day 1: Monday 5th Nov 2007
09:00am Keynote: Overview of Flash CS3 Pro. Richard Galvan
10:15am AS3 Particle Effects. Seb Lee-Delisle
11:30am Story. Branding. Visual design. Chris Orwig
01:30pm Make Flash Games. Retire Early. Keith Peters
02:45pm Papervision3D CS3 Component – get er’ done! John Grden
04:00pm Breaking away. Robert Hodgin
08:00pm If it aint broke – break it! Brendan Dawes
09:00am Flex and ActionScript 3 Worst Practices. Ted Patrick
10:15am Perceptive Interactions + Alternative Interfaces. Craig Swann
11:30am Let’s talk about SWX, baby! Aral Balkan
01:30pm Next Generation Websites with Papervision3D. Carlos Ulloa
02:45pm Flashing Flex. Hillman Curtis
04:00pm Dynamic Abstraction. Joshua Davis
08:00pm Beyond the Knowledge: The Art of Playing. Erik Natzke
09:00am Building Red5 Applications. Chris Allen
10:15am Stylizing Flex Applications. Joey Lott
11:30am Optimizing Workflows with Eclipse and FDT 3.0. Carlo Blatz
01:30pm The Nooks and Crannies of ActionScript 3. Branden Hall
02:45pm Play! – The ‘art’ of not getting too serious. Andries Odendaal
04:00pm Algorithms to Fill Space. Jared Tarbell
Save me a swx moo card Aral!
Guitar Hero Won me Adobe CS3 Master Collection
Oct 30th
Prelude: So this post is sadly overdue. Life has gotten crazy recently. I finished building my new house (mostly), moved in, got settled, and have continued to do all sorts of stuff to it (like installing blinds, a garage door opener, adding a patio, etc). On top of this, work has really picked up as we’re getting ready for G2E. It has been about all I could manage just to keep up with the scene, much less contribute to it. But, hopefully I can change that now that the house stuff has settled down.
Anyway, at the on AIR tour in Seattle, Mike Chambers announced that there would be a Guitar Hero II tournament at the end of the show. He said that Danny Dura was getting pretty good at the game on the AIR bus and if anyone could beat him, they would get a copy of Adobe CS3 Master Collection. Since Guitar Hero II and Halo 3 are used to settle most disputes in my office, I knew I would at least have a chance.
The result can be seen here
)
You rock Adobe! Thanks for the awesome on AIR tour and my new shiny CS3 Master Collection!
C U at the “Adobe on AIR tour” in Seattle
Jul 9th
I’m headed to the Adobe on AIR tour in Seattle tomorrow. If anybody else is going to be there that wants to hook up and exchange geek talk, drop me a comment or an e-mail…

