By Christer Kaitila
Written in an off-the-cuff and pleasant demeanour, the fashion and strategy of this e-book will take you on a thrilling event. Piece through piece, distinctive examples assist you alongside the best way via delivering real-world online game code required to make a whole 3D online game. each one bankruptcy builds upon the event and achievements earned within the final, culminating within the final prize – your online game! in case you ever desired to make your individual 3D online game in Flash, then this booklet is for you. This booklet is an ideal advent to 3D video game programming in Adobe Molehill for whole rookies. you don't need to grasp something approximately Stage3D/Molehill or Flash eleven that allows you to reap the benefits of the examples during this booklet. This booklet assumes that you've programming adventure in AS3 (Actionscript 3).
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Additional resources for Adobe Flash 11 Stage3D (Molehill) Game Programming Beginner's Guide
6. 7. 8. Request a Context3D instance from Stage3D Set up the Context3D (telling it how big it is, and so on) Create a VertexBuffer (one for each mesh you intend to use) Create an IndexBuffer (each will correspond to a VertexBuffer) Upload this data to the Context3D (send it to your GPU) "Compile" a VertexProgram (turn your shader source code into bytes) "Compile" a FragmentProgram (turn your shader source code into bytes) Create a Program3D which will use the preceding shaders (can be used by more than one mesh) What just happened?
Congratulations! As a level one Molehill master, you have opened the door that leads to the inner secrets of the Stage3D API—which is the topic of our next chapter. [ 22 ] 2 Blueprint of a Molehill Level 2, here we come! Now that you have learned the basic terminology, it is time to embark on the main quest in this exciting adventure. In this chapter, we will learn about the structure of a Molehill application. What goes where? How is everything put together? What is this "Stage3D" we keep hearing about?
Vertex programs allow you to interact with your vertex data, as well as change things around. In the code, you send tiny bits of data to a vertex program to change the shape or position of the vertices in a mesh every frame. For example, if you program a vertex program to control the movement of an avatar's head, in each frame you could send a number from 0 to 360 to control which way the head is facing. [ 13 ] Let’s Make a Game Using Molehill! Vertex programs can use these constantly updated real-time parameters in an infinite variety of ways.