Re: [Flashcoders] PDF and flash

2010-04-14 Thread mika
Hi,
You want to take a look at http://alivepdf.bytearray.org/
and http://alivepdf.bytearray.org/?p=358

Haven't got time to try it myself, but my clients are very hot about it :)

Cheers
mika

On Thu, Apr 15, 2010 at 01:22, Karl DeSaulniers wrote:

> Is there any way to import a PDF to flash and have the pages of the pdf be
> read as whole images?
>
>
> Karl DeSaulniers
> Design Drumm
> http://designdrumm.com
>
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Re: [Flashcoders] PDF and flash

2010-04-14 Thread Weyert de Boer
Maybe you can use this tool: http://www.swftools.org/ ?
Converts PDF documents into SWF movies might interesting to use.

On 15 apr 2010, at 01:22, Karl DeSaulniers wrote:

> Is there any way to import a PDF to flash and have the pages of the pdf be 
> read as whole images?
> 
> 
> Karl DeSaulniers
> Design Drumm
> http://designdrumm.com
> 
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RE: [Flashcoders] PDF and flash

2010-04-14 Thread Mattheis, Erik (MIN - WSW)
Using Acrobat or Illustrator as an intermediary would be the most straight 
forward way.

From: flashcoders-boun...@chattyfig.figleaf.com 
[flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Karl DeSaulniers 
[k...@designdrumm.com]
Sent: Wednesday, April 14, 2010 6:22 PM
To: Flash List
Subject: [Flashcoders] PDF and flash

Is there any way to import a PDF to flash and have the pages of the
pdf be read as whole images?


Karl DeSaulniers
Design Drumm
http://designdrumm.com

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[Flashcoders] PDF and flash

2010-04-14 Thread Karl DeSaulniers
Is there any way to import a PDF to flash and have the pages of the  
pdf be read as whole images?



Karl DeSaulniers
Design Drumm
http://designdrumm.com

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RE: [Flashcoders] current consensus of available Flash 3D engines?

2010-04-14 Thread Merrill, Jason
>> Now I'd really like to get my hands on Lightwave or 3DS Max.

Blender is free and almost as good and in some areas equal (and in a few
areas, better than those tools).

Lynda.com has some really great Blender tutorials which will get you
over the Blender interface (which is not intuitive)


Jason Merrill 

Bank of  America  Global Learning 
Learning & Performance Solutions

Join the Bank of America Flash Platform Community  and visit our
Instructional Technology Design Blog
(note: these are for Bank of America employees only)



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Re: [Flashcoders] current consensus of available Flash 3D engines?

2010-04-14 Thread Karl DeSaulniers

Now I'd really like to get my hands on Lightwave or 3DS Max.
Honestly.

Karl

Sent from losPhone

On Apr 14, 2010, at 10:48 AM, Zeh Fernando  wrote:


I'm not a unity3d dev, but from my point of view:

. Penetration is low but installation is easy. And the fact that a
first-time instalation don't usually need a browser restart is a  
huge plus;
since it's supposed to be used to more advanced experiences like  
games, I

think it's a small barrier of entry.

. It's not *that* new. It has been around for a few years and while  
it's
only gaining some mainstream attention now, it has already proven  
itself

quite capable for what it's trying to do.

. It uses a bunch of different languages, so it's not only C#.

IMO, for more advanced games (3d etc), Unity is not even a question.

Zeh

On Wed, Apr 14, 2010 at 11:13 AM, Kerry Thompson >wrote:



Karl DeSaulniers wrote:

Well if Unity 3d is a good 3d program to use, then I am going to  
learn.

Just take a look at this. Wow.. nice functionality.


Unity is good. Real good. They're doing a lot of things right over  
there.


Just to keep perspective, though, there are some downsides.

- Plug-in penetration is low
- It only does 3D
- For more complex apps, you need to go beyond the drag-and-drop  
stuff

and write code. I believe C# is the language of choice.
- It's relatively new. If you've been around a while, you have seen a
number of good technologies come and go. iTribe, mTropolis, Icon
Author, etc.

Of course, new apps sometimes succeed. Unity's main competition is
probably Director/Shockwave, which positions Unity very nicely. They
might make the cut--as I said, they have some Real Good People  
working

for them. The technology is there, and the marketing is making
inroads. Time will tell.

Cordially,

Kerry Thompson
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RE: [Flashcoders] ASDoc & third party libraries

2010-04-14 Thread Merrill, Jason
Thanks Jack, I'll check it out.


Jason Merrill 

Bank of  America  Global Learning 
Learning & Performance Solutions

Join the Bank of America Flash Platform Community  and visit our
Instructional Technology Design Blog
(note: these are for Bank of America employees only)





-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Jack
Doyle
Sent: Wednesday, April 14, 2010 12:07 PM
To: 'Flash Coders List'
Subject: RE: [Flashcoders] ASDoc & third party libraries

You might want to check out SourceMate for Flash Builder 4 - it has an
ASDoc
tool that makes it relatively simple to include/exclude classes (one
click
can exclude a whole package). http://www.elementriver.com/sourcemate/

Although it sounds like you're not a Flash Builder 4 guy, so that may
not
help much. 

Also, for the record, the GreenSock downloads have included a .swc file
for
a while. Not that it solves your problem, but I noticed it mentioned
earlier
in the thread so I figured I'd clarify. 

Jack

-Original Message-
From: Merrill, Jason [mailto:jason.merr...@bankofamerica.com] 
Sent: Tuesday, April 13, 2010 5:13 PM
To: Flash Coders List
Subject: RE: [Flashcoders] ASDoc & third party libraries

>> asdoc -source-path . -doc-sources . -exclude-classes comps.PageWidget

>>comps.ScreenWidget

Thanks, I've tried that all different ways substituting in
com.greensock.TweenLite - no luck.  Here is a sample class that imports
Greensock's TweenLite class which in tests I cannot get ASDoc to exclude
TweenLite.  If anyone knows how to get this class documented in ASDoc
without compiler errors, I'm all ears.

package  
{
import flash.display.Sprite;
import com.greensock.TweenLite
/**
 * ...
 * @author Jason Merrill
 */


public class Main extends Sprite
{
private var _mySprite:Sprite;
/**
 * Constructor
 * @param duration the duration of the animation
 */ 
public function Main(duration:Number) 
{
TweenLite.to(_mySprite, duration, {x:10, y:10 }
);
}

}

}


Jason Merrill 

Bank of  America  Global Learning 
Learning & Performance Solutions

Join the Bank of America Flash Platform Community  and visit our
Instructional Technology Design Blog
(note: these are for Bank of America employees only)






-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Karl
DeSaulniers
Sent: Tuesday, April 13, 2010 5:48 PM
To: Flash Coders List
Subject: Re: [Flashcoders] ASDoc & third party libraries

One last one, maybe to redeem myself, lol :)

/

Excluding classes
All of the classes specified by the doc-classes, doc-sources, and doc- 
namespaces options are documented, with the following exceptions:

If you specified the class by using the exclude-classes option, the  
class is not documented.
If the ASDoc comment for the class contains the @private tag, the  
class is not documented.
If the class is found in a SWC, the class is not documented.
In the following example, you generate output for all classes in the  
current directory and its subdirectories, except for the two classes  
comps\PageWidget and comps\ScreenWidget.as:

asdoc -source-path . -doc-sources . -exclude-classes comps.PageWidget  
comps.ScreenWidget

Note that the excluded classes are still compiled along with all of  
the other input classes; only their content in the output is suppressed.

If you set the exclude-dependencies option to true, dependent classes  
found when compiling classes are not documented. The default value is  
false, which means any classes that would normally be compiled along  
with the specified classes are documented.

For example, you specify class A by using the doc-classes option. If  
class A imports class B, both class A and class B are documented.

/
From:  http://livedocs.adobe.com/flex/3/html/help.html? 
content=asdoc_3.html

GL,

Karl



A man who says he just doesn't know will never know, but a man who  
says he thinks he can know, eventually will.



On Apr 13, 2010, at 4:39 PM, Karl DeSaulniers wrote:

None taken.

Karl


On Apr 13, 2010, at 4:23 PM, Merrill, Jason wrote:

My file that calls ASDoc class??  Can you explain?  ASDoc is a
documentation compiler that comes with the Flex SDK.  Not a "class".

Again, have you used ASDoc or are you just guessing?  I DO appreciate
the help, but I am thinking you know less about ASDoc than I do - no
offense. :)


Jason Merrill

Bank of  America  Global Learning
Learning & Performance Solutions

Join the Bank of America Flash Platform Community  and visit our
Instructional Technology Design Bl

Re: [Flashcoders] ASDoc & third party libraries: TEST

2010-04-14 Thread Latcho


Hi Jason,
been experimenting.
as long you don't have typed TweenLite vars that point to a Tweenlight 
class and if you copy over the com.greenscok package to a seperate "LIB" 
folder (that you can include in your project as a second base classpath 
node)

the SRC folder will compile fine this way:
I used this structure to test:


+---src
|   |   Main.as
|   |
|   \---sub
|   AvailableClass.as
|
+---lib
|   |   LibClass.as
|   |
|   \---com
|   \---greensock
|   |   OverwriteManager.as
|   |   TimelineLite.as
|   |   TimelineMax.as
|   |   TweenAlign.as
|   |   TweenLite.as
|   |   TweenMax.as
|   |   TweenNano.as
|   |
|   +---plugins 



where the Main.as class looked like this:


package
 {
import flash.display.Sprite;
import com.greensock.TweenLite;
import LibClass;
import sub.AvailableClass;
/**
 * ...
 * @author Jason Merrill
 */


public class Main extends Sprite
{
private var _mySprite:Sprite;

private var _availableClass:AvailableClass;
/**
 * Constructor
 * @param duration the duration of the animation
 */
public function Main(duration:Number)
{
   TweenLite.to(_mySprite, duration, { x:10, y:10 } );
TweenLite.to(this, duration, { x: -10, y: -10 } );
new LibClass();
}

public function get availableClass():AvailableClass { 
return _availableClass; }


public function set 
availableClass(value:AvailableClass):void

{
_availableClass = value;
}


}

 }


I also included a second LibClass as a test. And as long os I didn't 
include a variable  ref like:

private var _lib:LibClass;
everything went fine, even when using the "new LibClass();"


My command line and result looked like this:

G:\tmp\jason>"E:\flex_sdk\v3.2.0.3794\bin\asdoc.exe" -doc-sources 
"G:\tmp\jason\src"  -strict=false -warnings=false
   Loading configuration file 
E:\flex_sdk\v3.2.0.3794\frameworks\flex-config.xml

   Documentation was created in G:\dump\jason\asdoc-output\


Cheers,
Latcho




On 14-04-10 0:12, Merrill, Jason wrote:


Thanks, I've tried that all different ways substituting in
com.greensock.TweenLite - no luck.  Here is a sample class that imports
Greensock's TweenLite class which in tests I cannot get ASDoc to exclude
TweenLite.  If anyone knows how to get this class documented in ASDoc
without compiler errors, I'm all ears.

package
{
import flash.display.Sprite;
import com.greensock.TweenLite
/**
 * ...
 * @author Jason Merrill
 */


public class Main extends Sprite
{
private var _mySprite:Sprite;
/**
 * Constructor
 * @param duration the duration of the animation
 */ 
public function Main(duration:Number)
{
TweenLite.to(_mySprite, duration, {x:10, y:10 }
);
}

}

}


Jason Merrill

Bank of  America  Global Learning
Learning&  Performance Solutions

Join the Bank of America Flash Platform Community  and visit our
Instructional Technology Design Blog
(note: these are for Bank of America employees only)


   


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Re: [Flashcoders] Full screen with AIR 1.5

2010-04-14 Thread John R. Sweeney Jr
I even built a simple single page app and no luck. (weird). But there is
always something to drive us nutzŠ

If it was easy, everyone would be doing it.

Thanks again,
John



on 4/14/10 11:20 AM, Karina Steffens at kar...@neo-archaic.net wrote:

> I'm still mystified as to why a simple FullScreen command wouldn't work for
> you, but I'm glad you got a workaround for it.


John R. Sweeney Jr.
Interactive Multimedia Developer


OnDemand Interactive Inc
945 Washington Blvd.
Hoffman Estates, IL 60169
Office/Fax: 847.310.5959
Cellular: 847.651.4469
www.ondemandinteractive.com



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Re: [Flashcoders] current consensus of available Flash 3D engines?

2010-04-14 Thread John R. Sweeney Jr
Yeah, it got sucked into Quark (argh). That was ONE bad product.


on 4/14/10 10:33 AM, Merrill, Jason at jason.merr...@bankofamerica.com
wrote:

> mTropolis - that brings back memories - that was a really really cool
> app.  Too bad it died.


John R. Sweeney Jr.
Interactive Multimedia Developer


OnDemand Interactive Inc
945 Washington Blvd.
Hoffman Estates, IL 60169
Office/Fax: 847.310.5959
Cellular: 847.651.4469
www.ondemandinteractive.com


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Re: [Flashcoders] fullScreenSourceRect scale factor

2010-04-14 Thread Ashim D'Silva
Turns out if you use the full screen source rectangle, flash uses
hardware scaling to improve performance (apparently fairly
drastically). So there's no way out of that.
Only solution I'd imagine is to make the video the entire size of your
screen just before you launch fullscreen and leave the
fullScreenSourceRect = null. Then NO_SCALE will actually make a
difference.
I don't see this helping a lot, and will also resulting in some hacky
code. I'm going with it the way it was intended: glorious pixelated
HD.

Cheers,

Ashim

The Random Lines
www.therandomlines.com




On 13 April 2010 20:37, Mattheis, Erik (MIN - WSW)
 wrote:
> I'm currently using StageScaleMode.NO_SCALE and increasing the size of the 
> video when it goes full screen - and banging my head up against IE7 which 
> just won't behave.
>
> If you come up with something you're satisfied with, I'd love to see it.
>
> _ _ _
> Erik Mattheis
> Senior Web Developer
> Minneapolis
> T  952 346 6610
> C 612 377 2272
>
> Weber Shandwick
> Advocacy starts here.
>
> PRWeek Global Agency Report Card 2009 - Gold Medal Winner
> The Holmes Report Global Agency of the Year
> PR News Agency of the Year
>
> -Original Message-
> From: flashcoders-boun...@chattyfig.figleaf.com 
> [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Ashim D'Silva
> Sent: Tuesday, April 13, 2010 5:21 AM
> To: Flash Coders List
> Subject: [Flashcoders] fullScreenSourceRect scale factor
>
> I'm using the fullScreenSourceRect parameter of the stage to make a
> just the video from my app go full screen. Is there a way I can then
> get the factor everything has been scaled so I can compensate the
> controls so they remain the required pixel size?
>
> Right now, they get scaled large and blurred, and I'd like to avoid this.
>
> Cheers,
>
> Ashim
>
> The Random Lines
> www.therandomlines.com
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RE: [Flashcoders] Full screen with AIR 1.5

2010-04-14 Thread Karina Steffens
Great :) 

I'm still mystified as to why a simple FullScreen command wouldn't work for
you, but I'm glad you got a workaround for it. 

Karina

> -Original Message-
> From: flashcoders-boun...@chattyfig.figleaf.com [mailto:flashcoders-
> boun...@chattyfig.figleaf.com] On Behalf Of John R. Sweeney Jr
> Sent: 14 April 2010 2:42
> To: Flash Coders List
> Subject: Re: [Flashcoders] Full screen with AIR 1.5
> 
> Thank you very much, but after looking inside of every possible button
> and
> option I found a advance settings button that had the options of
> turning off
> minimize, maximize and close button, then I turn the Window style to
> Custom
> Chrome (opaque) and that removed the standard background color, so I
> put a
> bottom most layer a full screen vector box of the desired color and I
> have
> full screen. ;)
> 
> Thank you VERY much for your help and suggetions (which I tried that
> code
> and it still didn't work argh). But I all better now.
> 
> You have a great day,
> John
> 
> 
> on 4/13/10 4:39 PM, Karina Steffens at kar...@neo-archaic.net wrote:
> 
> > Hi John,
> >
> > I don't really have any links that could help you, but here's a
> simplified
> > example from my code that might illustrate my point:
> >
> > public function onFullScreen() {
> > var s:Stage = Main.instance.stage;
> > if (s.displayState != StageDisplayState.FULL_SCREEN){
> > s.displayState = StageDisplayState.FULL_SCREEN;
> > }
> > }
> 
> 
> John R. Sweeney Jr.
> Interactive Multimedia Developer
> 
> 
> OnDemand Interactive Inc
> 945 Washington Blvd.
> Hoffman Estates, IL 60169
> Office/Fax: 847.310.5959
> Cellular: 847.651.4469
> www.ondemandinteractive.com
> 
> 
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RE: [Flashcoders] ASDoc & third party libraries

2010-04-14 Thread Jack Doyle
You might want to check out SourceMate for Flash Builder 4 - it has an ASDoc
tool that makes it relatively simple to include/exclude classes (one click
can exclude a whole package). http://www.elementriver.com/sourcemate/

Although it sounds like you're not a Flash Builder 4 guy, so that may not
help much. 

Also, for the record, the GreenSock downloads have included a .swc file for
a while. Not that it solves your problem, but I noticed it mentioned earlier
in the thread so I figured I'd clarify. 

Jack

-Original Message-
From: Merrill, Jason [mailto:jason.merr...@bankofamerica.com] 
Sent: Tuesday, April 13, 2010 5:13 PM
To: Flash Coders List
Subject: RE: [Flashcoders] ASDoc & third party libraries

>> asdoc -source-path . -doc-sources . -exclude-classes comps.PageWidget

>>comps.ScreenWidget

Thanks, I've tried that all different ways substituting in
com.greensock.TweenLite - no luck.  Here is a sample class that imports
Greensock's TweenLite class which in tests I cannot get ASDoc to exclude
TweenLite.  If anyone knows how to get this class documented in ASDoc
without compiler errors, I'm all ears.

package  
{
import flash.display.Sprite;
import com.greensock.TweenLite
/**
 * ...
 * @author Jason Merrill
 */


public class Main extends Sprite
{
private var _mySprite:Sprite;
/**
 * Constructor
 * @param duration the duration of the animation
 */ 
public function Main(duration:Number) 
{
TweenLite.to(_mySprite, duration, {x:10, y:10 }
);
}

}

}


Jason Merrill 

Bank of  America  Global Learning 
Learning & Performance Solutions

Join the Bank of America Flash Platform Community  and visit our
Instructional Technology Design Blog
(note: these are for Bank of America employees only)






-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Karl
DeSaulniers
Sent: Tuesday, April 13, 2010 5:48 PM
To: Flash Coders List
Subject: Re: [Flashcoders] ASDoc & third party libraries

One last one, maybe to redeem myself, lol :)

/

Excluding classes
All of the classes specified by the doc-classes, doc-sources, and doc- 
namespaces options are documented, with the following exceptions:

If you specified the class by using the exclude-classes option, the  
class is not documented.
If the ASDoc comment for the class contains the @private tag, the  
class is not documented.
If the class is found in a SWC, the class is not documented.
In the following example, you generate output for all classes in the  
current directory and its subdirectories, except for the two classes  
comps\PageWidget and comps\ScreenWidget.as:

asdoc -source-path . -doc-sources . -exclude-classes comps.PageWidget  
comps.ScreenWidget

Note that the excluded classes are still compiled along with all of  
the other input classes; only their content in the output is suppressed.

If you set the exclude-dependencies option to true, dependent classes  
found when compiling classes are not documented. The default value is  
false, which means any classes that would normally be compiled along  
with the specified classes are documented.

For example, you specify class A by using the doc-classes option. If  
class A imports class B, both class A and class B are documented.

/
From:  http://livedocs.adobe.com/flex/3/html/help.html? 
content=asdoc_3.html

GL,

Karl



A man who says he just doesn't know will never know, but a man who  
says he thinks he can know, eventually will.



On Apr 13, 2010, at 4:39 PM, Karl DeSaulniers wrote:

None taken.

Karl


On Apr 13, 2010, at 4:23 PM, Merrill, Jason wrote:

My file that calls ASDoc class??  Can you explain?  ASDoc is a
documentation compiler that comes with the Flex SDK.  Not a "class".

Again, have you used ASDoc or are you just guessing?  I DO appreciate
the help, but I am thinking you know less about ASDoc than I do - no
offense. :)


Jason Merrill

Bank of  America  Global Learning
Learning & Performance Solutions

Join the Bank of America Flash Platform Community  and visit our
Instructional Technology Design Blog
(note: these are for Bank of America employees only)






-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Karl
DeSaulniers
Sent: Tuesday, April 13, 2010 5:05 PM
To: Flash Coders List
Subject: Re: [Flashcoders] ASDoc & third party libraries

Well, I must admit it is a theory more so. Probably a better solution
than that.

Is it possible that in your file that calls ASDoc, where it goes to
actually call the ASDoc class,
having conditional statements add t

Re: [Flashcoders] current consensus of available Flash 3D engines?

2010-04-14 Thread Zeh Fernando
I'm not a unity3d dev, but from my point of view:

. Penetration is low but installation is easy. And the fact that a
first-time instalation don't usually need a browser restart is a huge plus;
since it's supposed to be used to more advanced experiences like games, I
think it's a small barrier of entry.

. It's not *that* new. It has been around for a few years and while it's
only gaining some mainstream attention now, it has already proven itself
quite capable for what it's trying to do.

. It uses a bunch of different languages, so it's not only C#.

IMO, for more advanced games (3d etc), Unity is not even a question.

Zeh

On Wed, Apr 14, 2010 at 11:13 AM, Kerry Thompson wrote:

> Karl DeSaulniers wrote:
>
> > Well if Unity 3d is a good 3d program to use, then I am going to learn.
> > Just take a look at this. Wow.. nice functionality.
>
> Unity is good. Real good. They're doing a lot of things right over there.
>
> Just to keep perspective, though, there are some downsides.
>
> - Plug-in penetration is low
> - It only does 3D
> - For more complex apps, you need to go beyond the drag-and-drop stuff
> and write code. I believe C# is the language of choice.
> - It's relatively new. If you've been around a while, you have seen a
> number of good technologies come and go. iTribe, mTropolis, Icon
> Author, etc.
>
> Of course, new apps sometimes succeed. Unity's main competition is
> probably Director/Shockwave, which positions Unity very nicely. They
> might make the cut--as I said, they have some Real Good People working
> for them. The technology is there, and the marketing is making
> inroads. Time will tell.
>
> Cordially,
>
> Kerry Thompson
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RE: [Flashcoders] current consensus of available Flash 3D engines?

2010-04-14 Thread Merrill, Jason
mTropolis - that brings back memories - that was a really really cool
app.  Too bad it died.


Jason Merrill 

Bank of  America  Global Learning 
Learning & Performance Solutions

Join the Bank of America Flash Platform Community  and visit our
Instructional Technology Design Blog
(note: these are for Bank of America employees only)






-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Kerry
Thompson
Sent: Wednesday, April 14, 2010 11:13 AM
To: Flash Coders List
Subject: Re: [Flashcoders] current consensus of available Flash 3D
engines?

Karl DeSaulniers wrote:

> Well if Unity 3d is a good 3d program to use, then I am going to
learn.
> Just take a look at this. Wow.. nice functionality.

Unity is good. Real good. They're doing a lot of things right over
there.

Just to keep perspective, though, there are some downsides.

- Plug-in penetration is low
- It only does 3D
- For more complex apps, you need to go beyond the drag-and-drop stuff
and write code. I believe C# is the language of choice.
- It's relatively new. If you've been around a while, you have seen a
number of good technologies come and go. iTribe, mTropolis, Icon
Author, etc.

Of course, new apps sometimes succeed. Unity's main competition is
probably Director/Shockwave, which positions Unity very nicely. They
might make the cut--as I said, they have some Real Good People working
for them. The technology is there, and the marketing is making
inroads. Time will tell.

Cordially,

Kerry Thompson
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RE: [Flashcoders] current consensus of available Flash 3D engines?

2010-04-14 Thread David Hunter

There is another Unity 3D meetup coming up soon if anyone is interested and in 
London. Its on the 28th of April, 6pm at Bar Music Hall near Old Street. Here 
is the link if you want to sign up and attend. 
http://www.meetup.com/unity3dlondon/calendar/13162559/
Might see you there...

> Date: Wed, 14 Apr 2010 11:13:17 -0400
> Subject: Re: [Flashcoders] current consensus of available Flash 3D engines?
> From: al...@cyberiantiger.biz
> To: flashcoders@chattyfig.figleaf.com
> 
> Karl DeSaulniers wrote:
> 
> > Well if Unity 3d is a good 3d program to use, then I am going to learn.
> > Just take a look at this. Wow.. nice functionality.
> 
> Unity is good. Real good. They're doing a lot of things right over there.
> 
> Just to keep perspective, though, there are some downsides.
> 
> - Plug-in penetration is low
> - It only does 3D
> - For more complex apps, you need to go beyond the drag-and-drop stuff
> and write code. I believe C# is the language of choice.
> - It's relatively new. If you've been around a while, you have seen a
> number of good technologies come and go. iTribe, mTropolis, Icon
> Author, etc.
> 
> Of course, new apps sometimes succeed. Unity's main competition is
> probably Director/Shockwave, which positions Unity very nicely. They
> might make the cut--as I said, they have some Real Good People working
> for them. The technology is there, and the marketing is making
> inroads. Time will tell.
> 
> Cordially,
> 
> Kerry Thompson
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Re: [Flashcoders] current consensus of available Flash 3D engines?

2010-04-14 Thread Kerry Thompson
Karl DeSaulniers wrote:

> Well if Unity 3d is a good 3d program to use, then I am going to learn.
> Just take a look at this. Wow.. nice functionality.

Unity is good. Real good. They're doing a lot of things right over there.

Just to keep perspective, though, there are some downsides.

- Plug-in penetration is low
- It only does 3D
- For more complex apps, you need to go beyond the drag-and-drop stuff
and write code. I believe C# is the language of choice.
- It's relatively new. If you've been around a while, you have seen a
number of good technologies come and go. iTribe, mTropolis, Icon
Author, etc.

Of course, new apps sometimes succeed. Unity's main competition is
probably Director/Shockwave, which positions Unity very nicely. They
might make the cut--as I said, they have some Real Good People working
for them. The technology is there, and the marketing is making
inroads. Time will tell.

Cordially,

Kerry Thompson
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RE: [Flashcoders] c# . net and Flash

2010-04-14 Thread Lehr, Ross (N-SGIS)
Thanks,  I tired the copy and paste way, but it did not work (might have been 
me).  I'll look up the SWFObject.

-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com 
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Glen Pike
Sent: Wednesday, April 14, 2010 8:48 AM
To: Flash Coders List
Subject: Re: [Flashcoders] c# . net and Flash

On 14/04/2010 13:37, Lehr, Ross (N-SGIS) wrote:
> Hey All,
>
>   I'm trying to do the simplest of thing and not having success.  I'm 
> trying to embed a .swf into a .net web page using c#.  I've searched Google, 
> and it might be the terms I'm searching on, but I can't seem to find 
> anything.  Some specifics, I'm creating an animated header graphic using 
> Flash cs4 and as3.0.  I'm trying to embed the .swf into a .master page.  
> Thanks for any help.
>
> Ross
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>
>
By the look of it, your master is just an HTML template page?

Simplest way - get Flash to publish an HTML file for you, then copy the code 
from that.

Most elegant way - google for SWFObject and use one of their examples to put 
the HTML and JavaScript into your master page.

HTH

Glen
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Re: [Flashcoders] c# . net and Flash

2010-04-14 Thread Glen Pike

On 14/04/2010 13:37, Lehr, Ross (N-SGIS) wrote:

Hey All,

  I'm trying to do the simplest of thing and not having success.  I'm 
trying to embed a .swf into a .net web page using c#.  I've searched Google, 
and it might be the terms I'm searching on, but I can't seem to find anything.  
Some specifics, I'm creating an animated header graphic using Flash cs4 and 
as3.0.  I'm trying to embed the .swf into a .master page.  Thanks for any help.

Ross
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By the look of it, your master is just an HTML template page?

Simplest way - get Flash to publish an HTML file for you, then copy the 
code from that.


Most elegant way - google for SWFObject and use one of their examples to 
put the HTML and JavaScript into your master page.


HTH

Glen
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[Flashcoders] c# . net and Flash

2010-04-14 Thread Lehr, Ross (N-SGIS)
Hey All,  

 I'm trying to do the simplest of thing and not having success.  I'm trying 
to embed a .swf into a .net web page using c#.  I've searched Google, and it 
might be the terms I'm searching on, but I can't seem to find anything.  Some 
specifics, I'm creating an animated header graphic using Flash cs4 and as3.0.  
I'm trying to embed the .swf into a .master page.  Thanks for any help.

Ross
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Re: [Flashcoders] current consensus of available Flash 3D engines?

2010-04-14 Thread Karl DeSaulniers

Well if Unity 3d is a good 3d program to use, then I am going to learn.
Just take a look at this. Wow.. nice functionality.

http://unity3d.com/gallery/live-demos/tropical-paradise

Karl


On Apr 11, 2010, at 12:51 PM, Karl DeSaulniers wrote:

That is what I plan on. Got the free version. Thanks for the input guys.

Karl

Sent from losPhone

On Apr 11, 2010, at 11:52 AM, David Hunter   
wrote:


I 100% agree. If the content looks really appealing and comes with  
a recommendation then I think people will be happy to install it.  
But it is something to bare in mind when discussing options with a  
client.



Date: Sun, 11 Apr 2010 17:20:52 +0200
Subject: Re: [Flashcoders] current consensus of available Flash 3D  
engines?

From: mei...@gmail.com
To: flashcoders@chattyfig.figleaf.com

from the website:
Unity supports three scripting languages: JavaScript, C#, and a  
dialect of

Python called Boo.
I'm sure more than 1% has it installed by now, I've seen more  
unity content
than silverlight content and unity is a bit older and I've read  
silverlight
is at about 60% in some countries, so my guess is that Unity may  
be around

the same numbers.

Anway.. I think those stats shouldn't be too important, I believe  
if the app
appeals enough(people see screenshots, vids of it), installation  
of unity

(which is the most painless plugin installation in my view) follows.

@Karl: No, Unity cannot be ported to Flash.. That would've made a  
good
april's fools joke tho ;). ps. the Unity tutorials are pretty good  
on their

website, just download the free version and dig in :).

cheers,
Meinte


On Sun, Apr 11, 2010 at 1:24 PM, David Hunter  
wrote:


I actually went to a unity meetup and demo the other week to  
check it out.
Very impressive, the quality is excellent and you can deliver  
across many
platforms easily (browser, desktop app, wii, iPhone). The problem  
with the
browser is less than 1% have the plugin installed compared to 98%  
for flash.
I think you can use a few different languages in it, pretty sure  
that
includes JavaScript. Check their website as there is plenty of  
info on

there.


From: k...@designdrumm.com
Subject: Re: [Flashcoders] current consensus of available Flash 3D

engines?

Date: Sun, 11 Apr 2010 03:59:38 -0500
To: flashcoders@chattyfig.figleaf.com

Hello,
Has anyone used "Unity 3D"?
Does anyone know if it can port to Flash?
I just received a copy and was curious.
Thanks,

Karl


On Apr 11, 2010, at 3:45 AM, Meinte van't Kruis wrote:

don't forget Away3DLite(using in-build flash '3D' ) :

http://away3d.com/away3d-lite-v1-0-fastest-and-smallest-3d- 
engine-in-

flash

which
doesnt have all the futures of 'full' 3d engines like Away3D or
Papervision,
but
can be appropriate on some 3d web projects where you dont really  
need

a full
feature set.

On Fri, Apr 9, 2010 at 7:07 PM, allandt bik-elliott
(thefieldcomic.com) <
alla...@gmail.com> wrote:


awesome answer - thanks a lot guys

a

On 9 April 2010 16:07, Merrill, Jason  

wrote:



Second that for Papervision - though you should know Matt and I
are on
the same team - so we've discussed Papervision a lot  
together.  He's
right in his assessment.  If I did decide to drop PV3D, I'd  
probably

switch to Away3D.  To guess based on what I have read, and only
what I
have rolling around in my head as a general "feel" and no data to
back
this up (and I have only actually used Papervision), I would  
"guess

rank" them like this:

Robustness of features and possibilities (best being #1):

1. Papervision3D
2. Away3D
3. Sandy3D
4. Five3D (vector based - much smaller engine than the others,  
but

nice
small footprint)

From a performance perspective, my general feel/guess (best  
being

#1):


1. Away3D/Five3D
2. Papervision3D/Sandy3D


From an overall footprint size (lowest being #1):


1. Five3D
2. Away3D/ Sandy3D(?)/Papervision3D


From the perspective of overall documentation and support and
size of

user community, I would rank them (best being #1):

1. Papervision3D
2. Away3D/Sandy3D
3. Five3D

So overall, for general project needs (depending on what you are
doing),
I would rank them as (best being #1):
1. Papervision3D
2. Away3D
3. Sandy3D/Five3D

Athough from what I understand, Away3D is a really nice engine  
and

worth
looking into as well.


Jason Merrill

Bank of  America  Global Learning
Learning & Performance Solutions

Join the Bank of America Flash Platform Community  and visit our
Instructional Technology Design Blog
(note: these are for Bank of America employees only)





-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf  
Of Matt

Perkins
Sent: Friday, April 09, 2010 8:14 AM
To: Flash Coders List
Subject: Re: [Flashcoders] current consensus of available  
Flash 3D

engines?


I've used Papervision. It's not too hard to use once you get  
over the
learning