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October 6, 2011at12:59 pm AS3.0, demoscene, evoTinyEngine, flash, 9 Comments
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SparkleaMoment
Real
time
Video
capture

You can watch it now or read this thing first. This post contains spoilers but it might help you to understand demo better.

There are several ways to view this demo:

1. The blazing performance and highest quality way (recommended):
a) Download the standalone player here. (NOT THE DEBUGGER)
b) Download the swf + mp3 here and open it with that player.

2. Play in browser. Great quality but not as good in performance.
a) By visiting this link

3. Watch the video.
a) HD Video at YouTube

Making of ‘Sparkle a Moment’ by Away3D Development Team and Evoflash

It was 18th of August when Rob Bateman, the head man of Away3D framework (the worlds most advanced open source flash 3D engine), sent me an email and asked for a demo for Robbie’s and Richie‘s session at Adobe MAX 2011. We did this sort of collaboration with Away3D guys last year. Although it was a insane job I was stoked to burn my self out a bit again for sake of art and passion for this sport.

→ Read the rest of this entry

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After 4-5 months of twiddle it payed off and we won again at Assembly. You can checkout the outcome in realtime by clicking the picture or view it in HD at Youtube. Here’s also the link to the info file and link to pouet of course.

As I mentioned earlier I invited David Lenaerts to help with the demo. All those fancy Away3dLite stuff with shadows and reflections came by his hands. Awesome!

I also compiled the whole shit through Joa Ebert’s Apparat. It did speed up it a bit.

I also had a presentation at Assembly. I talked about my flash art and introduced the evoTinyEngine, evoCunningParticleEngine and evoSync-tool. I haven’t found the recording of the speech yet but here are some of the links I had there.

evoCunningParticleEngine at googlecode
evoTinyEngine at googlecode
download the evoSync air app

You can also download the presentation in pdf format.

Then the bad news. I had an accident last Friday. I fall down from the fence and my wedding ring got stuck at the top of the fence.
The ring peel off all the skin, muscles and stuff out of my finger. The main tragedy about it was that it also ruined my fingers blood vessels and the finger had to be amputated. So I won’t be coding new experiments for a while now I guess. I also need to learn how to type fast with 9 fingers. I will recover eventually, but it’ll take some time and hard work.

I’ll post more info about the particle engine later when it won’t hurt so much to type.

p.s. We also did this little demo with Jalava to show that 4k intro can be done with Flash. It’s not too fancy but it proofs the concept :)

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February 23, 2010at8:27 pm demoscene, English, evoTinyEngine, flash, 3 Comments
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Coding demos is all about having fun. It’s a hobby and therefor it should be as pleasant as possible.

Demo is a combination of frameworks, effects, graphics and sound. Handling all of that data isn’t an easy task. It can turn into a very neglectful pile of code and in worst scenario list of foolish performance costly if-statements.

When coding a demo the main focus is always on effects. That’s what you wanna do. When the right moment comes you want to get straight to the business. This often leads to situation where you just create a class, setup assets and run things on your EnterFrame event. You’ll end up with pile of classes that have a lot of similarities and it’s a pain in to ass to construct a demo from them. You’ll end up coding everything twice or you just realize that it’s not worth it and play the “no demo this year”-card.

My opensource demo engine evoTinyEngine is designed to serve two goals:
Maximum performance and effect creation efficiency.

It has three elements: Assets, Engine and Modifiers.

Idea is that you create Modifiers that use stuff from Assets to draw into a shared bitmapdata. The engine manages the Modifiers by initializing, calling their render method, providing essential data like time and dispose Modifiers when they are no longer needed. All this happens in a periods of 16th note beats.

This way you separate sequencing from effect creation. You just create effects(=Modifiers) and when the time comes for building them all together it’s easy and another fun phase of demo creation. You can run multiple Modifiers at the same time and they can have four roles:

1. preprocessing // first render
2. effect // second render
3. postprocessing // third
4. overlay // last

I rarely use the preprocessing. It’s there for to give possibility to stack two main effects together in desired order. Effect is an effect and postprocessing comes after that. Those can be radial blurs, blooms or some distortion effects, what ever. Overlay is for overlay graphics or texts that you don’t want to be affected by postprocessing.

Read this pdf to get more detailed information.

Here’s the hello world code:

assets = new Assets(720, 405);

engine = new TinyEngine(assets);

engine.addModifier(new ModifierPixels(assets), 0, 64);
engine.addModifier(new ModifierMandel(assets), 64, 256);
engine.addModifier(new ModifierBloom(assets), 256, 512);
       
addChild(engine);
               
engine.play();

It has been used in Severity of Grey and Blockparty 2010 invtro. Happy coding.

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