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Motor2 is an impulse-based rigid-body 2D physics engine based on Box2D (http://www.box2d.org) the AS3 version of motor2 is no longer supported. Instead a HaXe port (AS3 support through SWC file) will be available soon.

4.0
   
  0 reviews  |  2 users  |  54,850 lines of code  |  0 current contributors  |  Analyzed about 2 years ago
 
 

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 4 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]

5.0
 
  0 reviews  |  1 user  |  4,395 lines of code  |  0 current contributors  |  Analyzed 9 days ago
 
 

Pending for now!

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  0 reviews  |  0 users  |  8,577 lines of code  |  0 current contributors  |  Analyzed about 2 years 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 9 days ago
 
 

Flash 3D engine port of the open source Bullet physics engine. Designed for integration with Papervision3D.

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  0 reviews  |  0 users  |  0 current contributors  |  Analyzed 9 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 1 day 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 7 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 4 days ago
 
 

About b2IDE b2IDE is a set of Flash AS3 component classes designed to be used alongside the popular Box2D two-dimensional physics simulation engine. b2IDE allows you to set up simulations visually in the Flash IDE, and automatically builds all the necessary Box2D engine objects based on your ... [More] layout. It is intended to be quick and easy enough for rapid prototyping, but small and robust enough to use in final production content. The philosophy of b2IDE is that it manages the mundane details of initializing your simulation's layout, and then gets out of your way. It does not attempt to add any new features that aren't part of the Box2D engine, and it doesn't attempt to manage your simulation once it's been created. (It will optionally set up minimal handlers to iterate the engine, update your layout, and handle Mouse Joints, but these are easily disabled if you want to do it manually.) b2IDE's goal is to make easy things easy, and otherwise not to interfere. For example, hello world simulation was made without any code (except for the reset button). It uses eight MovieClips attached to b2IDE classes that represent the world, bodies, shapes and joints. Those MovieClips can then be positioned in the IDE, duplicated, resized, and so forth. There is also a more detailed TestBed example file in the distrubution. Please see the Quickstart guide and the API reference for more details. Feature overview Provides a set of base classes corresponding to each Box2D physical element (worlds, bodies, shapes, and joints). As MovieClips extending these classes are constructed, b2IDE automatically generates the relevant Box2D engine elements and sets their position, rotation, and so on. Each class keeps a reference to its Box2D entity, so extending or decorating the b2IDE classes is a convenient way to make "actor" classes that apply custom logic to your physical entities. Provides a container class, which is irrelevant to the physics engine but allows easy re-use of components. For example, in the Theo Jansen walker demo (#7 in the TestBed example), the walker's leg defined only once, in a container, which is added to the stage six times. Uses an anchor class to specify the physical dimensions of entities. For example, a revolute joint can use an anchor to specify where the joint's constraint is located, and a polygon shape is defined by placing three or more anchors to specify its vertices. One caveat: So far, b2IDE has only been tested with the current (2.0.2) release of Box2DFlashAS3. Results with other versions may be unpredictable. That's it! Please grab the current release, try it out, and report any bugs, problems, comments or feature requests in the Issues tab above. Thanks for trying b2IDE! [Less]

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  0 reviews  |  0 users  |  4,854 lines of code  |  0 current contributors  |  Analyzed about 10 hours ago
 
 
 
 

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