A few months ago, at the max2010 Conference held in LA, we introduced the simple situation of molehill API on the flash desktop platform and mobile platform applications. For details, refer to the following:Molehill "pageIn this article, I want to elaborate on the technical features related to molehill from the perspective of as developers.
Let's get started.
What is mo
The preparations that need to be made are as follows:
1,flex SDK Hero
2,flash Player 11,0,0,58 Incubator
3,playerglobal.swc
4,flare 3D 2.0
Then follow these steps to create the project:
Install the
the './src/gamescreen. js' file. It is also the longest code in the project. Most of the Code is building a view structure, and we have learned some details before. In addition to creating sub-views and game resources, it also defines functions related to the game logic and the method for displaying scores at the end of the game. Later we will see some important code.
# Set the screen
Like the previous Code, some modules will be imported first.
Import animate;Import device;Import UI. view
-strike, which is very convenient to operate the lens. However, if you want to dynamically set the location of an individual model, it will be miserable and the performance will be very poor. Because it is not an open-source project, you have to consider it as a commercial application. License: alternativa3d license.
Alternativa is a perfect engine. I have not studied this engine in depth due to copyright agreement issues. If they add free agreement terms for individual developers in the commerc
This series is a translation of the introducing Starling PDF, which is reproduced in a log of the Adobe Developer Center, with the address http://www.adobe.com/cn/devnet/flashplayer/articles/ Introducing_starling.htmlStarling is an ActionScript 3 2D framework developed on Stage3D APIs (available for Flash Player 11 and Adobe AIR 3 desktops). Starling is designed for game development, but you can apply it to many other applications. Without involving low-level Stage3D APIs, Starling makes it poss
into several small triangular vector map, according to their vertex information separately drawn into a whole shape ( Like molehill vertex shader, mosaic rendering to the number of vector graphics is based on its own shape, if the vector map more inflection point, then will cut out more triangles. Because dynamic text contains a large number of inflection points, it produces a lot of triangular tessellation, and if the text contains a large amount of
new meaning-"my country 'tis of thee; sweet land of liberty; of thee I sing; land where my fathers died, land of the pilgrim's pride; from every mountain side, let freedom ring "-and if America is to be a great nation, this must become true.
So let freedom ring -- from the prodigious hill tops of New Hampshire, let freedom ring; from the mighty mountains of New York. Let freedom ring -- from the heightening Alleghenies of Pennsylvania.
Let freedom ring from the snow-capped Rockies of Colorado.
game view is pushed into our view stack. The game view is responsible for setting game resources and game interfaces, and then playing and ending the game. It is defined in the './src/gamescreen. js' file.
When the game ends, the user's score is displayed on the screen, and the game waits until the user inputs. After a touch event is received, the game tries to pop up the attempt stack and return it to the title view. Then, the game continues to wait for user input to start the game.
# Game str
ring -- From the prodigious hilltops of New Hampshire.
Let freedom ring -- from the mighty mountains of New York.
Let freedom ring -- From the heightening AllegheniesPennsylvania.
Let freedom ring -- from the snow-capped Rockies of Colorado.
Let freedom ring -- From the curvaceous slopes of California.
But not only that.
Let freedom ring -- from Stone Mountain of Georgia.
Let freedom ring -- from Lookout Mountain of Tennessee.
Let freedom ring -- from every hill and
, but you can apply it to many other applications. Without the need to involve low-level stage3d APIs, Starling makes it possible to write applications with fast GPU acceleration.
Most Flash developers want to use this capability to improve GPU acceleration (by using stage3d technology) without having to write such an advanced framework and study the low-level stage3d APIs. Starling is completely designed based on Flash Player APIs and abstracts the complexity of stage3d (
and then mosaic into the overall shape (like the molehill vertex shader), mosaic rendering to the vector graph clipping quantity is based on its own shape, if the vector image inflection point more, then will cut out more triangles. Because dynamic text has a large number of inflection points, it produces a lot of triangular tessellation calculations, and if the text contains a large amount of content, it can result in disastrous results. So a large
If you crossing follow my study notes all the way to see, will certainly spit my groove, what is this 3D ah? The whole thing is to use the GPU to draw a bunch of 2D images, indeed, we have been using the orthogonal matrix GPU acceleration to achieve the 2D world display, not true 3D, but it is because of the previous study we achieve true 3D world of learning will be more relaxed, The following notes let us truly enter the 3D world!To add, this part of our study notes is based on the book "The A
mobile support used in future releases). These factors make your application small and make your workflow simple.
Free
Starling is free to use and vibrant. It is licensed under the simplified BSD license, so you can use it for free, even in commercial applications. We use it every day and we rely on an active team to constantly refine it.
How it works
In a background operation, Starling uses Stage3D apis-, which are low-level GPU APIs that run on the desktop based on OpenGL ES2 on the mobile de
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