@Arkadianen:
There is very little documentation (apart from the very basic in-code/
ASDoc documentation) at this point. This is not because we're lazy or
don't care about documentation, but because we are currently building
an engine from scratch. We ask you to understand that you should not
see Broomstick as an engine that is lacking documentation, but rather
see it as an opportunity to get extremely early access to an engine
while it is still in the works. This is the nature of open-source, and
we will definitely be documenting it before we release the final
stable version.

The biggest new features (that affect the API) in the current alpha
version in SVN are the new ResourceManager system (which means the
loading API has changed compared to 3.6) and the modular material/
shader system (which means the materials have changed in 4.0). Also,
since geometry is handled differently, there will be no Face or Vertex
classes (at least not like the old ones) which means that we need new
APIs for geometry introspection and modification, which we are working
on.

We appreciate your offer to help, and we'll let you know if we need it
once the engine is closer to final and it starts making more sense to
begin documenting it.


Cheers
/R

On Mar 12, 4:50 pm, Arkadianen <[email protected]> wrote:
> Hi Richard
> I would like to find more about this new features.
> Do we have some documentation?
> I am trying to fill some info for Away 3 Lite, like this 
> pagehttp://away3d.com/wiki/pmwiki.php?n=Classes.away3dlite-containers-Obj...
> Also found some docs mistakes, wrote about it at the link above.
> I hope Away 4 will have some good docs
> If needed, I can give a hand
>
> On Mar 12, 11:42 am, richardolsson <[email protected]> wrote:
>
>
>
>
>
>
>
> > Hi Maximilian,
>
> > Away3D 4.0 is built from the ground up around the Molehill APIs. To
> > port the exact same API to Flash Player 10 and maintain it would mean
> > a huge amount of work that is not really justified seeing as how there
> > are already the 3.x versions of Away3D for Flash Player 10. So there
> > are currently no plans to support anything other than Molehill-enabled
> > versions of Flash Player (presumingly "Flash Player 11" and onward.)
>
> > The differences between Molehill and the methods to do 3D in Flash
> > Player 10 are absolutely enormous, both in features, performance and
> > how it works. So my guess is that if you want to maintain versions of
> > your game for both Molehill and Flash Player 10, you're probably best
> > off keeping two separate branches of your code, and not try to use the
> > same code for both versions.
>
> > I guess what you could do is try to separate game logic into a shared
> > library and then build two different versions of the game for Away3D
> > 3.6 and 4.0 respectively, both interfacing with the shared game
> > library.
>
> > There are several API differences in Away3D 4.0 compared to 3.6, but I
> > would estimate that around 1/3 are just spelling changes, while 1/3
> > are new features, and 1/3 are paradigm changes as a result of the new
> > platform.
>
> > Cheers
> > /R
>
> > On Mar 11, 7:47 pm, Maximilian <[email protected]> wrote:
>
> > > Hi,
>
> > > I need to start working on a Flash 3D game soon, that should take
> > > advantage of Flash Player 11 hardware acceleration, but should also
> > > work with Flash Player 10.2 (low poly-models and textures will be used
> > > for FP 10).
>
> > > I do not have any experience in 3D with Flash so far, so here are my
> > > questions:
> > > 1) Do you have plans to add some "backward compatibility" in Away3D
> > > 4.0 so it can run in FP 10?
> > > 2) If not, how different will the Away3D 4.0 API and the 3.x API be?
> > > How hard would it be to have two builds of the application, one for
> > > FP10 and one for FP11?
>
> > > Thanks,
> > > Max

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