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The original port of Box2DFlash by skatehead is hosted here: http://sourceforge.net/projects/box2dflash This port of Box2d takes shaktool and skatehead's port and simplifies the syntax for ActionScript developers: Done so far: removed all b2's organized the classes into packages ... [More] changed all "Get" methods to getters changed all "Set" methods to setters clean up To do: remove m_'s and similar naming oddities fix namespacing clean up [Less]

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  0 reviews  |  2 users  |  7,965 lines of code  |  0 current contributors  |  Analyzed 2 days ago
 
 

--NOTICE-- A new version of the CDK is now available! Updates have been made based on user feedback, as well as overall code optimization. Download the new CDK v1.5 and enjoy these changes: - "overlap" property in the checkCollisions() returned array has been replaced by ... [More] "overlapping". The new overlapping property is an array of all the pixels that were overlapping in the collision, given to you in stage coordinates. Now you can know exactly where your collisions are happening as well as by how much. - You no longer need to have display objects on the stage to detect for collisions! Use the CDK in your blitting engines and experience the added speed benefits of detecting for collisions off the stage with the CDK. Works with objects on the stage colliding against objects off the stage. The display list simply doesn't matter anymore! - Transformations made on parent display objects are now accounted for. Do whatever you want to your container sprites without fear of it messing with your collision detection. - Code optimizations have led to ~15% in speed improvements overall. If you're already using the CDK, I strongly encourage you to get this new version. Please note that the package name has changed, and now resides at com.coreyoneil.collision Enjoy! And as always, if you use the CDK in a project, feel free to let me know. The CDK has had over 2500 downloads so far, and I love hearing about the cool things devs are using this for. :) --/NOTICE-- The Collision Detection Kit is a package of classes created for pixel-precise, shape-based collision detection for all display objects. It is written in Actionscript 3.0 and meant for Flash Player version 9 and higher. The Collision Detection Kit comes with several features to control how collisions are detected, and provides data for the user of the class so they can do something about the collision: Set an alpha threshold to ignore colors below the threshold. Specify colors and color ranges to exclude from collision detection. Receive an angle of collision for each collision. We're not talking about bounding boxes here - the angle is calculated based on the shapes of the display objects at the site of the collision. Great for when you're working with physics! Receive the pixels that overlapped in a collision in stage coordinates. Combined with the returned angle, and your physics engine will have no problems traversing complicated shapes or performing off-axis rotation. Takes transformations (scale, rotation, color transforms, etc.) of individual instances of your display objects into account. Add items for collision detection regardless of their nesting. You can have as many CollisionGroup and CollisionList instances as you want, allowing you to easily manage different interactions and behaviors. Works with all display objects - MovieClips, Sprites, Bitmaps, TextFields, FLVs, and on and on! To learn more about this package and how to use it, please reference the links for examples and documentation. The CDK is released under the MIT license. Copyright 2008, Corey O'Neil www.coreyoneil.com [Less]

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  0 reviews  |  1 user  |  0 current contributors  |  Analyzed about 7 hours ago
 
 

A game and physics engine for Flash including: Rigid Body Dynamics Scene management Line of sight User Input Scrolling AI Core parts of the physics solver and collision system are based on the C physics engine Chipmunk DevelopmentApart from the conversion from C to AS3 and OOP, many adaption ... [More] have be made to tune the engine for the performance characteristics of the AVM2. In summary: The original relies heavily on memory operations & copy/update arrays for many things - especially contact lists. Array operations (splicing, adding/removing elements) is expensive in this situation. AVM2 Optimization All these arrays were replaced with linked lists [Less]

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  0 reviews  |  1 user  |  6,045 lines of code  |  0 current contributors  |  Analyzed 5 days ago
 
 

The Go ActionScript Animation Platform is a lightweight, portable set of generic base classes for buliding your own AS3 animation tools. Go provides structure and core functionality, but leaves the specifics to you. This Googlecode page is used for the SVN repository and to host files. For docs ... [More] & more about Go, please visit goasap.org. The go package now includes the open source TweenBencher utility plus tests & tutorials packages. For Video Tutorial source please visit the Go Playground. Following the build? Be sure to click on source > changes to see what's new. Talk to you on the Go List! [Less]

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  0 reviews  |  1 user  |  4,395 lines of code  |  0 current contributors  |  Analyzed 7 days ago
 
 

CJLibrary CS4 contains many useful ActionScript 3.0 APIs for Flash CS4 and Flex SDK 4. Files with .as3proj extension are ActionScript 3.0 projects that should be opened with FlashDevelop 3. There's also a Google Group for discussion about CJLibrary CS4: ... [More] http://groups.google.com/group/cjlibrary-general Documentation How to check out the latest source files from the SVN repository The Emitter Particle FX engine is now an individual project Go to the Emitter project homepage CJLibrary CS4 includes: CJMath - Mathametical shortcuts and common functions. CJUtils - Common Array operations. Symbol Base Classes (idv.cjcat.display) - Useful symbol base classes and document classes. Carousel (idv.cjcat.display.carousel) - 2.5D carousel engine. FSMachine (idv.cjcat.fsm) - Finite state machine. DynaShape (idv.cjcat.display.dynashape) - Dynamic shape drawing API. Shapes (idv.cjcat.display.shapes) - Common basic shapes with adjustable parameters. ZSorter (idv.cjcat.display.zsorter) - Z-depth sorting utilities based on the new Flash 3D drawing API. Filters (idv.cjcat.filters) - Filter classes wrapped from PBJ (Pixel Bender Filter Byte Code File). Fenozix (idv.cjcat.physics.fenozix) - Simple 2D particle physics engine. And more... For those who wish to use idv.cjcat.utils.ByteArrayCodec to create your own filter class. You'll need a PBJ (Pixel Bender Byte Code File) file. Also, you have two options to obtain its PBJ String: Using the PBJ String Generator, which can be found in the Downloads section. Using the idv.cjcat.utils.ByteArrayCodec class [Less]

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  0 reviews  |  0 users  |  17,837 lines of code  |  0 current contributors  |  Analyzed 7 days ago
 
 

Based on the physics engine, a very handy-powerful Python language, we try to simulate the physics system in a truely reality state.

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  0 reviews  |  0 users  |  0 current contributors  |  Analyzed 2 days ago
 
 

FlashXCore - 10% Math - 40% Graphics - 15% Network - 0% Input - 5% Content - 5% GUI - 0% FlashX is an advanced API for Adobe Flash written in ActionScript (currently AS3). Unlike other Flash graphics libraries, FlashX is easy to use, and easy to improve. FlashX's structure is well thought out ... [More] to be powerful, scalable, extensible, and compact, while maintaining readability. FlashX provides a lot of shortcuts and shorthand. FlashX tries not to rely on certain parts of the standard Flash API. The standard API vectors, matrices, keys, transformations, colors, etc. are all limited and drawing API rectangles, triangles, circles, lines, curves, etc. are all quite slow. Due to this, FlashX structure and syntax does not conform to the same conventions as most ActionScript code. This has the advantage of easily porting FlashX applications to new versions of ActionScript, as well as being similar to most OpenGL/DirectX graphics libraries. FlashX is grouped according to the Flash Player version, not the ActionScript version. Many features are only available and/or change based on the player version, not the language version. The player version automatically implies the language version since that itself is a feature. FlashX is designed similar to XNA, DirectX, OpenGL, and OGRE. The syntax, concepts, and terminology are minor, making FlashX very easy to learn. Created by Eric Muyser. Changelog08.11.11 - Perspective math accuracy fixed (cube tested). Started adding events. 08.11.10 - Improvements to matrices. Started keyboard input. Fixing drawing perspective. 08.11.09 - Improvements to vectors. Working on drawing. Added custom errors. 08.11.07 - Finished base structure. TodoDrop lost frames to improve input responsiveness. Add to statistics. Fix up quaternions. Add lighting, shading, blending. Add physics, collision detection, particle system, animations. Improve primitive drawing. Add mouse input. Add event callbacks. Add raycasting/hittest, targeting/focus and camera switching functionality. Improve viewport to allow multiple instances. Track polygon mouse is over, and it's belonging model. On right (or left temporarily) mouse down, rotate camera. On left mouse up, select model, activate model (allow specific input - movement - camera switching). BitmapData for each model, render to bitmapdata on change, cache on non change, remove cache on change. Statistics for focused model (such as updates/sec). FeaturesAutomatically adjust optimization based on idle time and focus. Automatically adjust quality based on frames per second. Statistics for frames per second, memory consumed, time to update (ms), time to draw (ms). Events for all major procedures (eg. update and draw). Methods for all major vector (2 and 3), matrix (3x3 and 4x4), and quaternion calculations. Static helper classes MathHelper, VectorHelper, MatrixHelper, and QuaternionHelper. Optimized to use object methods. Heavy use of interfaces for sub-classing (eg. IVector -> Vector2 or Vector3, IMatrix -> Matrix3 or Matrix4). FlashX TeamLead Developer: Eric Muyser Lead Programmer: Open Lead Designer: Open Developer: Open Programmer: Open Designer: Open [Less]

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  0 reviews  |  0 users  |  3,785 lines of code  |  0 current contributors  |  Analyzed 6 days ago
 
 

Jiglibflash is a as3 open source 3D physics engine with a MIT license (ported from c++ Jiglib). Supported 3D engines are: Away 3D, Away 3D lite, Five 3D, Sandy 3D and Papervision 3D. The source and examples can be found in the trunk at the SVN (see source tab). There's a flash 9 and flash 10 ... [More] version. There is no documentation yet, but you can find a short tutorial in the Wiki. You can reach our blog at: www.jiglibflash.com/blog. [Less]

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  0 reviews  |  0 users  |  32,291 lines of code  |  0 current contributors  |  Analyzed 6 days ago
 
 

the.laboratoryDevelopment FrameworkSet of classes aiming to speedup the development of flash sites. Simplify basic funcionalities like loading of images, swfs, xml. Creates a standard for common events like EnterFrame, Resize, Fullscreen, TimerUpdate, ... Optimizes the setup of common events like ... [More] MouseEvents Contain Math libraries with functionalities like Quaternions, 3d, Color math, Vectors and Matrix, Splines, and others. Simple system for Event dispatching and managing. Generic Tween system base classes and interfaces that enables the creation of any time based tweening. [Less]

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  0 reviews  |  0 users  |  0 current contributors  |  Analyzed 2 days ago
 
 

A series of flash and silverlight games associated with the Cassini-Huygens mission.

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  0 reviews  |  0 users  |  2,869 lines of code  |  0 current contributors  |  Analyzed 1 day ago
 
 
 
 

Creative Commons License Copyright © 2013 Black Duck Software, Inc. and its contributors, Some Rights Reserved. Unless otherwise marked, this work is licensed under a Creative Commons Attribution 3.0 Unported License . Ohloh ® and the Ohloh logo are trademarks of Black Duck Software, Inc. in the United States and/or other jurisdictions. All other trademarks are the property of their respective holders.