Jul 1, 2008
Just finished a new version of the WiiFlashServerJ to keep up with the great PC version, by Thibault Imbert and Joa Ebert. Besides from adding the cross domain policy functionality, the mac version has also experienced some other small updates:
+ More then one connected Flash client can receive Wiimote input now
+ Changed setting the LED status functionlity on the server. Now more than one LED can be on ...
May 5, 2008
WiiFlash Ribbons uses the mouse, or if connected, the pitch- and roll- data of a Wiimote as input for this little Papervision3D experiment. The source code is based on Ribbons3D by Felix Turner and Line 2.0 by Mark Barcinski.
Click here to have a look at the result (use your mouse, or, if running the newest WiiFlashServer, your Wiimote as input device). You can also download Wiimote Demo Ribbons.zip ...
May 5, 2008
After playing around with blob detection and somehow not getting it fast enough a neat little solution came up from Emil Korngold. Using the built in Adobe function 'getColorBoundsRect' for the BitmapData object is so much faster looking for 'Blobs'. (Thanks! I had a look at that when starting and then forgot all about it. Sometimes the simple things are just too far away).
To get a usable ...
Apr 14, 2008
WiiFlashServerJ is a Java application built on top of the great WiiremoteJ library by Michael Diamond which also uses the Bluecove library. WiiFlashServerJ sends and receives data from the Wiimote via WiiremoteJ. The data is transformed to a byte array in a way the WiiFlash library can handle it.
In the current version all data from a Wiiremote can be sent (button states, battery level, the acceleration axes, ...
Mar 13, 2008
This is a little Hello World app using Papervision3D, and the Wow Physics Engine, written in AS3
Click here to have a look at the result. Enjoy!
Here are some basic tutorials to get things started with the Wow Engine:
Your First WOW-Engine Application,
how to use boundArea,
how to use sphere and get position and
How to use plane, sphere & constraint.
The useful parts of the sourcode used in the hello ...
Nov 6, 2007
Just some nice Ribbons using Papervision3D, the Caurina Tweener and the Line3D (slightly modified, to get the Ribbons effect) classes and some ConvolutionFilter and ColorMatrixFilter to pimp the result a little.
Click here to have a look at the result. Enjoy!
Nov 6, 2007
RibbonsInteractive is nearly identical to the experiment 'Sparkler'. But instead of drawing the ribbons/lines in real time it uses a Tween with randomly generated Beziercurves to define the path and from a to b...
Click here to have a look at the result. Enjoy!
Nov 5, 2007
Sparkler is yet another experiment in Actionscript 3, focusing on the use of bitmap filters (ConvolutionFilter, ColorMatrixFilter) applied to sprites. Using the 3D engine 'Papervision3D' and the line classes provided by zupko.info as the source for the bitmap filters, you can draw on the canvas in 2D style. Get a 3D view of your scribble by holding down the left mouse button and drag.
Click here to have a ...
Oct 29, 2007
Space uses the 'tweener'-classes in combination with the 3D Engine 'Papervision3D'. The idea is to use one texture for many planes so more complex animation and transition effects can be accomplished. This version still has no preloader, so you might have to wait a little before you see something.
Click here to have a look at the result. Enjoy!
Oct 29, 2007
This is a little experiment used to dive into the basic functions of the beautiful 3D Engine 'Papervision3D'. Location, Tweening and Shapes are provided by Papervision. But instead of rendering the results directly to the container sprite, it is passed through to a ConvolutionFilter and different ColorMatrixFilters. Credits for 3D shape-tweening goes to Mr.Doob. (A great source of information round about Papervision and Actionscript3, we highly recommend visiting).
Click ...