a number of 3D projects based on the Flash platform have been made, and many have been harvested. Away3d as an open source Flash3d engine, in the field of 3D page tour, is undoubtedly the current ogre in the domestic status.
Translated an article that was made Away3d Chinese community many years ago to record this unforgettable experience!
What is Away3d? (What is Away3d?)
Away3d is an open-source, flash-based real-time 3D engine. This project was originally started by Alexander Zadorozhny and Rob Bateman in 2007. I didn't expect this to get out of hand. Here are some away3d important features that are presented to you here. I hope you can enjoy it, haha.
Away3d is a open source, real time 3D engine for the Flash Platform. The project was started by Alexander Zadorozhny and Rob Bateman in and have been evolving non-stop ever since. Below is a list of some of the important features of the Away3d engine.
100% Open Source (100% open source)
The Away3d engine is open source based on the Apache2.0 protocol, which means you can use it for free for any purpose (and commercially, of course). Away3d is now managed by away Foundation and is supported by Adobe and has become the official API for the Adobe Flash platform.
Since it is here, we still appreciate the logo, although everyone is certainly not unfamiliar, but the document does not have a picture, the effect is not too good)
The Away3d engine is an open source under the Apache 2.0 license, and is a free-for-any purpose, including commercial PR Ojects. Away3d is now managed by the away Foundation, and supported by Adobe Systems as a official API for the Flash Platform.
Strong community Support (A Massive Community)
Adobe now has a reason to include Away3d in its official API. And it also indicates that the follow-up development of away3d should be accelerated. )
This project has never been so busy (it's literal, I can probably feel it, but I don't really understand what he wants to say). With the support of the powerful Flash3d community, a group of active and NB contributors, a lively forum, hundreds of online examples and tutorials. At the same time, you can find some extension resources to use and build projects on the Away3d library. You can go "here" into our forum and go "here" to visit our GitHub repository.
The project has a never been so busy. With the largest online Flash 3D community, an active set of talented contributors, a buzzing forum, hundreds of examples and tutorials Online, you'll find extensive resources for using and building upon the Away3d library. Visit our forums here. Visit and watch our GitHub repositories here.
Hundreds of examples and tutorials (Hundreds of Examples and tutorials)
Each release of Away3d is powered by a series of downloadable examples of source code. can also be found on our GitHub. These examples cover the needs of the basic beginner to the advanced user. New features, best particle effects, and more. And it provides a solution that will get you up to speed with the Away3d engine. The Away3d community also maintains a tutorial wiki page. Force is providing a sustainable increase and a variety of resources and material packages.
Every release of the Away3d library ships with a downloadable set of example sources that can also is found on GitHub. These examples cover usage of the engine from beginner to advanced levels, new features, best practices etc, and provide t He fastest the getting acquainted with the engine. The Away3d community also maintains a tutorials wiki, providing an ever growing set of complete and comprehensive resource Material.
easy-to-understand API(Comprehensive API)
With the efforts of many experienced flash programmers, the Away3d library provides a set of easy-to-understand, simple-to-use APIs. Its flexible design approach has bypassed the complexities of the Stage3D API, while also getting the efficiency that the flash community wants today. In the end, Away3d becomes a tool that can easily and elegantly meet your needs.
Complete documentation and references (class description)
For a complete document, please visit the "References" section
Developed by experienced Flash programmers, the library maintains a comprehensive, and easy-to-use API. It's flexible design wraps the power of the Stage3D API in a-to-bypasses the low-level complexities, but retains the Speed and efficiency so desired by today's Flash community. As a result, Away3d offers the tools necessary to achieve what are require in as simple and elegant a as possible.
Full documentation and Reference
Fully documented. Visit the reference section.
GPU Acceleration (GPU acceleration)
This is the fourth time that Away3d has been reborn. Now it leverages the latest Stage3D API from Flash Player 11. It is possible to have full 3D GPU acceleration capability on both PC and mobile devices. This means that it has the potential to achieve stunning viewing angles, additional physical simulations and game logic operations, millions of triangular faces per frame, and efficiency of 60 frames per second.
In it's fourth incarnation, Away3d now takes advantage of Flash Player one-to-one ' s stage3d API, enabling full 3D GPU acceleration For desktops and mobile devices. This offers the potential for stunning visual effects, extra processing for the likes of physics simulations and game Logi C, and scenes rendering up to a million triangles per frame, maintaining a steady 60fps performance.
powerful rendering capabilities (powerful Rendering)
Away3d's powerful material system makes it possible to simulate some of the advanced rendering effects without having to face headaches with the original shader code. The modular design allows you to complete a large set of lighting methods (using + union + Create = complete). such as Phong coloring (Fengshi coloring, i.e. bilinear normal interpolation. The specific use of shader implementation, is to the normal through VS output to PS, in PS Practice line dot lighting direction of operation can be. Because the VS to PS vector is interpolated in the rasterization phase, the default is bilinear interpolation. Again, that is, pixel-wise illumination). Point light illumination, directional light illumination, cascade shadow (i.e. cascading shadow map. The person who called CSM is it. ) normal mapping, specular mapping, global illumination simulation, fog effect and edge illumination. Too many, not enough enumerations.
The powerful material system in Away3d allows advanced shading simulations without the headache of dealing with raw shader Code, implementing a rich modular system that allows, combine and create a large set of illumination methods s Uch as Phong shading, point and directional lighting, cascading shadows, normal and specular mapping, global illumination, Fog and rimlighting effects and much, much more.
Robust Scene Map (robust scenegraph)
The Away3d rendering pipeline implements a highly optimized scene map that allows you to easily create a complex, nested, multi-level scene. Its built-in cropping and culling algorithms ensure that the GPU only accepts objects in your field of view that need to be rendered. It also manages the load balancing problem between the CPU and the GPU so that we can get better efficiency in addition to the scene rendering. This is also the basic feature required for a robust rendering engine.
The rendering pipeline implements a highly optimised scenegraph that allows the setup of complex, nested, multi level Scen Es. Built in clipping and culling algorithms ensure then the GPU only receives what it needs to render the view. The balance between CPU and GPU calculations is carefully managed to get the best possible performance out of the scene, a Fundamental aspect of any robust rendering engine.
post-processing effects (post processing effects)
Away3d the use of GPUs is of course not just 3D rendering. In the expandable package called "Filters", we offer a wide variety of jaw-dropping post-processing effects. Of course, you can add and use them in your live rendering scene. such as full-screen omni-ray, Blur, depth of field, motion blur and so on.
The library takes advantage of the GPU even beyond 3D rendering. In the extensible filters package, there is a variety of stunning post-processing effects that is applied to the scene I n Realtime, such as Bloom, blur, depth of field and motion blur.
balance of efficiency and productivity (Balanced performance and Productivity)
The core of the engine, and its extended nature, are based on the efficiency of the thinking. The final API provides the most idealized way to use resources and scene elements. It also does not hinder productivity. Away3d's most primitive design is a supporter of complex applications and games. Its own framework is extensible and ensures that an application development is in place.
The engine's core, as well as its extensive feature set are architected with performance on mind. The resulting API encourages optimal use of the resources and scenes elements, without getting in the "the" of productivity. Away3d is fundamentally designed to play a supporting role in complex applications and games, and the extensible nature of The framework ensures a robust application development approach.
Configurable interactivity (configurable interactivity)
Any 3D engine needs to interact with its users. Away3d provides a mouse, touch screen and other interactive methods. Two ways to pick up the GPU and CPU are provided to achieve the best efficiency. All events are handled by means of an object, which makes it a piece of cake when interacting with 3D objects.
Any 3D engine needs to interact with its users. Away3d supports mouse & touch interactivity, with the option for either GPUs or cpu-based picking systems to get the IS St performance. Events is handled in a familiar dispatcher-driven it, making interactive assignment on 3D objects a breeze.
Physics (Physics)
The Away3d seamlessly integrates its own physical library. Awayphycis. This extension allows you to add physical support to your 3D scene in a few lines of code. Awayphysics uses Adobe XC APIs for acceleration. And the bullet physics engine based on NB. Of course, those APIs have been specifically packaged for Away3d, providing an optimized, closest to Away3d physical engine implementation.
Away3d integrates seamlessly with its own physics library, Awayphysics. This addition enables full physics-your 3D scenes with just a few lines of code. Awayphysics are accelerated by Adobe XC APIs and are based on the popular Bullet Physics Engine. The API wrapper is specifically designed for Away3d, providing an optimized, closely coupled physics engine implementation .
Animation Support (Animation supports)
Away3d provides complete skeletal animations, vertex animations, particle animations, and trajectory support. When GPU acceleration is available, the animation system automatically turns it on. Reduce the CPU overhead as much as possible. Skeletal animations use a hierarchical structure that skins (for short: skin skeletal animations) based on the bone weights of the vertices. Vertex animations are implemented using a method based on keyframe interpolation. Particle animation uses static or dynamic parameters to adjust the behavior of a particle. More......
Away3d enjoys full support for skeleton animation, vertex animation, particle animation and path animation. GPU acceleration is implemented in the animation systems whenever possible, keeping CPU with as low as possible. Skeleton Animation uses a hierarchical rig arrangement with weighted skinning on the verticies. Vertex Animation uses frame-based interpolation of individual geometry poses. Particle animation can use the static or dynamic parameters for adjusting particle behaviour. And more ...
particle system (particle systems)
The engine provides a highly flexible, GPU-based particle system API that can be configured. Allows you to achieve thousands of exciting perspective effects.
The engine supports a highly configurable gpu-based particle API providing the means for thousands of exciting visual Effe Cts.
Starling Library Integration (Starling integration)
The Away3d integrates the Starling, making it easy to use both GPU-accelerated 3D and 2D libraries simultaneously. Because two libraries are GPU-accelerated, this can lead to some resource throttling issues. But for Away3d, you don't have to worry about the problem. Use Away3d and starling to divide your 2D and 3D into different layers and then develop a 100% GPU-accelerated graphics program. (In fact, not too understand what he wants to say.) It said there would be resource constraints, and later said Away3d don't worry. And then went on to say that Away3d and Starling used together. It seems that the bird's skill is too shallow. )
Away3d integrates effortlessly with the popular Starling API for 2D graphics, allowing both libraries to being used in the SA Me project at the same time. As both libraries use the GPU for rendering, problem can arise from resource restrictions on the device. With Away3d, you won ' t even has to think about these problems-layer your 2D and 3D content with Away3d and Starling and Develop 100% GPU based graphics applications.
Extended File IO Support (extensive)
Away3d does not ignore content other than 3D. Workflow is always a central topic. We not only support a large number of file formats, such as Dxf,ac3d,collada,max3ds,md2,md5,obj. And, we have developed our own powerful, concise AWD format. and the corresponding 3D tool plug-in. When you develop your 3D program, you will find that the AWD format will be a valuable resource.
Away3d is isn't isolated from the rest of the 3D world. Workflow has all been a central topic and is only does we support a wide variety of file formats such as DXF, Ac3d, Coll Ada, MAX3DS, MD2, MD5, OBJ, but we had also developed our own powerful and compact AWD format. With plugins for several 3D authoring environments, you'll find the AWD format to be a invaluable resource when develop ing content for your away3d applications.
prefab3d Brothers App (prefab3d Companion app)
Haha, the support for workflow doesn't stop here, Prefab3d. The Brothers app provides some of the tasks that are required for common workflows and is very simple to use. It has a very easy-to-understand IDE that allows you to quickly tweak your resources and use them in Away3d.
Workflow support doesn ' t stop there. The Prefab3d Companion application accelerates common workflow tasks in a easy-to-use, comprehensive IDE for quickly ADAP Ting your content for use within Away3d. Prefab3d.
older version support (Legacy supports)
The current version of the Away3d 4.x is built on the Flash Player 11 Stage3D API to take advantage of the graphics processors on the current PC and mobile devices. However, if you need to use an older version of Flash Player for 3D application development, you can easily switch to the old engine version. The development team is struggling to maintain multiple versions of the API. As a result, you can find the commonality between multiple versions of Away3d and be able to easily convert between versions of the APIs.
More, more, more
Stereoscopic rendering, 3D sound effect, Ooxx tool, data serialization, ...
The current version of Away3d 4.x are built on the Flash Player one-to-one ' s Stage3D API to make the most of the current cutting edge g Raphics processors on desktop and mobile systems. However, If you need-develop 3D applications for older versions of the Flash Player, you can easily switch to use Previ ous versions of the engine. The development team has made an effort to maintain API's across versions, so you'll find similarities when using any O f the Away3d versions available, helping to ease the transition.
And much, much more.
Stereoscopic rendering, 3D sound, extrusion tools, data serialisation, and the list goes on ...
Finally, put a few pictures of the project made with Away3d
"Translated" What is Away3d