Best Flash 3D I’ve Seen to Date: Alternativa3D
Paul Tondeur has posted an article about the new Milestone 1 of the Alternativa3D Flash engine.
The new showcase demo for Milestone 1 looks insanely great! I like the use of Stage quality/poly-count toggling. The sound mixing is nice, especially with headphones. And also, take the time to press the “T” key to view the polygon outlines, they look to be very dynamic; not much seems to be going on “off screen”.
Check it out for yourself:





Interesting demo. It actually does perform pretty well, about as good as I’ve seen most papervision3d stuff perform. I noticed thought that when you leave the camera still for a second that the polycount doubles and so does the quality of the rendering on the screen. I’m assuming that is performance related but it could get annoying while playing a game.
Also, just to clarify, the polygon lines on the screen are not the polygons on the actual model themselves but rather polygons within flash that are trying to match up to surfaces on the models as the camera perceives them, is that correct?
I was most impressed with how it addresses transparency as that must require multiple levels of polygons overlapping each other.
I would very much like to see a demo of this at one of the San Flashcisco user meetings!
Very cool. I’m very impressed with the techniques used to increase performance. I have to agree in a game environment the quality toggle once stopped moving could get annoying but i can see why it is done.
Good find my friend.
i like
>San Flashcisco user meetings
What’s that? Can you gimme more info?
If you haven’t already noticed, they’ve updated for FP10
http://blog.alternativaplatform.com/en/
Zoomed all the way out and roaming in fly mode was one of the most exciting experiences I’ve had in video gaming in awhile. Make this happen.
This is not a bad demo of what is possible in flash. But on a 2.8GHz Core 2 Duo and a high end DX10 graphics card, this was using ALL of the power in one of my cores, and 250MB RAM.
I could run a proper game of Quake 3 which has better graphics and be shooting people when still using less cpu power and probably only 50MB more RAM.
This needs SERIOUS optimisation work for this to be a viable way of delivering games. Also, consider the difficulty of delivering an entire game’s worth of textures and sound to a computer over a standard Internet connection. It would be difficult without Procedural Content Generation and that would use loads of cpu power to handle.
Great concept. Going nowhere.
It’s absolutely absurd that this is running in a browser.
Dan Palmer apparently has no idea at all how Quake3 runs so fast without pegging his hardware. DX10? Ha. Flash ain’t got no DX10. This is running in software, buddy boy, and interpreted software at that.
Difficult over a standard internet connection? You mean dialup? Kkrieger does an amazing shooter in 64k. All procedurally generated. With a creative programmer you could make a very nice game using only the textures from the above game.
This is mindblowing. Awe-inspiring.
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@Worg: Kkrieger is 94k; not a big difference, but still. Also, it’s the product of years of procedural animation and design training.
Flash can make some amazing graphics just using it’s built in engine; adapting those to a 3d engine can make it look really good.
I agree with you against Dan Palmer, though; he has no idea what he is talking about.
I wonder if you could do this with Silverlight.