Molehill hardware rendering works in the browser plug-in, in the standalone Flash Player (desktop) and in AIR on both desktop and mobile. Essentially all the places where Flash Player can run, and Away4 will work on those platforms as well.
See Adobe's official Molehill page at http://labs.adobe.com/technologies/flash/molehill/ for more information. Cheers /R On Dec 17, 3:28 pm, Seth Fair <[email protected]> wrote: > Will hardware rendering work if run from the desktop or will it work > from embedded into a webpage? The latter would be incredible but > might be seen as a security issue. > > On Dec 16, 4:44 pm, Aji Pamungkas <[email protected]> > wrote: > > > > > > > > > Hi Richard Olson, > > > Is Away3D 4 has options so that user can choose between Software Rendering > > or Hardware Rendering ? > > > On Thu, Dec 16, 2010 at 6:36 PM, richardolsson <[email protected]> > > wrote: > > > Hi, > > > > There is no official release date for the Molehill public beta at this > > > point (other than "first half of 2011".) TBH, we don't know for sure > > > either, but we expect to be able to release Away3D 4.0 alongside > > > Molehill, and there are no signs right now that it would be impossible > > > to make that date. So that's what you should expect. > > > > In terms of API changes, and preparing for the jump, I think that in > > > any application that doesn't "hack" the engine in any way should be > > > fairly simple to port over. We are trying to keep the API consistent > > > where it makes sense to do so. > > > > I will be honest though and tell you that we are taking this chance to > > > make a lot of changes both to the core (duh!) and those parts of the > > > API where we have previously felt that there have been issues and > > > inconsistencies, but that we haven't been able to change because we > > > didn't want to break backwards-compatibility too much between dot- > > > releases. > > > > For Away 4, a lot of stuff is changing. That doesn't mean that all 3D > > > applications written for 3.6 needs to be scrapped and done from > > > scratch, but it does mean in a lot of cases that you need to do some > > > refactoring and a bit of search-and-replace. > > > > But to be frank, that should be the least concern for most people > > > looking to port games and applications to Molehill-powered engines. > > > Why? Because the work of refactoring some code in a 3D project is > > > nothing compared to "refactoring" a bunch of 1000 triangle low-poly > > > meshes into the 50.000 triangle versions of the same models that > > > people will soon be expecting to see in Flash 3D games and > > > applications. > > > > Once Away4 comes out, we will try to release a "porting guide" that > > > documents the important changes (albeit perhaps not every single > > > property that has been renamed). If we don't manage to do so, please > > > hold me personally accountable for it. :) (And if we do manage to get > > > it out in time, please buy us a beer if you see us at a > > > conference. ;)) > > > > Cheers > > > /R > > > > On Dec 16, 5:54 pm, n7 <[email protected]> wrote: > > > > Hi all, > > > > > I have a question: Are there any guidelines on how to code your Away3D > > > > app to facilitate re-writing it when away4 kicks in? > > > > > I'm currently developing a 3D application which is suppose to display > > > > a huge amount of vertices and molehill is my hope for this to work > > > > with decent fps number on ordinary PC:) > > > > > Also, is there a more specific date for launching public beta of > > > > Away4? I've heard a rumour we can count on molehill beta to be > > > > released by February 2011. > > > > > love, > > > > n7 > > > -- > > Aji Pamungkas
