First public example of Papervision 3.
Completely redesigned and rewritten from scratch to take advantage of Flash 8 Image API.
Perspective is simulated by tesselating triangles in the same fashion as the original PlayStation. At last, no more skewing
If you want to do it yourself, you could do far worse than downloading Thomas Pfeiffer (aka kiroukou) wonderful DistortImage class, which works in a similar way.
Coded at Outside Line in London.

July 17, 2006 at 2:34 pm |
That is very, very impressive. Are you planning on releasing your code for this engine? Or any plans to sell it?
July 19, 2006 at 10:51 am |
As the current version is still under development, I haven’t figured out how (if) I’m going to distribute it.
Releasing it as open source would also involve doing some documentation and tutorials, so it won’t happen for a while.
Also I’m currently using it in a couple of commercial projects that haven’t been published yet. It’s fair that the people that are funding the development, get it first.
July 19, 2006 at 8:27 pm |
very nice
July 27, 2006 at 1:30 pm |
Good stuff.
Can’t help to ask a few questions. Will appreciate your reply, the sooner the better.
How much effort did you put in to write such a 3D engine?
Would you see the performance will suffer a lot if you have multiple items in the view?
How much performance gain you can get from Flash 9?
Thanks.
Jim
July 30, 2006 at 6:04 pm |
I’ve dedicated a lot of time to the development of Papervision, most of it outside working hours. Understanding how 3D translates to 2D was the biggest task. Most of the information I found was either too complex or incomplete. The engine itself is really simple. Just an array with all the objects, and a for loop to render each one.
Performance depends on both the amount of points/objects and the number of triangles. It can be optimized by dynamically tesselating while rendering.
Flash 9 execution speed will make all the calculations faster, but rendering time will remain still. Fortunately beginBitmapFill() only takes 10% of the complete rendering loop, so a huge improvement in rendering speed is to be expected.
C4