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I'm done with Flash, what now

category: code [glöplog]
After Adobe decided to make things worse (Premium feature licensing) instead of moving towards better things (Stage3D), I'm done with Flash.

Now what? Not very fond of JavaScript / WebGL either.

I checked at my books and decided that I'm too old to code completely new 3D engine and at the same time learn intricacies of DXWhatever they use these days.

So what would you recommend as new demo platform basis? I know I need at least some 3d engine that does the basic stuff. Also audio needs to be loaded somewhere and I need to get accurate timing to sync all demo parts.

Is it still tabu to use someone else's 3d engine instead of rolling your own crap that does the same scene graph with materials and lighting one more time? I just want to make cool looking stuff, not worry about fast ball-plane intersection or what ever.

Also multiplatform rules, and unity sucks.

added on the 2012-07-26 10:59:59 by jalava jalava
added on the 2012-07-26 11:40:43 by wysiwtf wysiwtf
Yeah UNO is very interesting, but contacted Outracks already, not available until Jan 2013
added on the 2012-07-26 14:06:54 by jalava jalava
Jalava: There is no release date as of yet. See our upcoming presentation at assembly for an update on where we are with it :)
added on the 2012-07-26 14:22:50 by Duckers Duckers
And here's one of the reasons why I'm totally done with Flash:

https://gist.github.com/3155473

Thats pretty simple single color contour-line shader there.

Even with decent 3d engine the materials programming is like swimming in pool of dirty needles full of hepatite and AIDS.

added on the 2012-07-26 14:45:25 by jalava jalava
who's Outracks?
added on the 2012-07-26 15:25:07 by ferris ferris
jalava: no, its not tabu. just do what you like to do. if you think programming in a low or high-level language is too much pain, then one suggestion would be to dig into the demotools that allready are out there (its not that many), then experiment and learn some skills by using gui etc. maybe focus on multimedia presentations / movie editing and the like to make a demo presentation and get good on that, then maybe someone can "hire" you in their democrew if you get excelent skills on that part. example, you could learn how to present things with colors, design, 3d-objects etc. if you programming everything from the ground, and dont think that is enough. this would be an good option.
added on the 2012-07-26 15:25:35 by rudi rudi
try Batman
added on the 2012-07-26 15:29:49 by Tigrou Tigrou
by the way, flash is crap and has always been crap in my view. same thing with Java, but Java is a little better.

It also depends on what you want to do. If you want to squeeze every drop out of your graphics-card then you most probably can't do that without a programming language (compiler & linker) like for example C/C++.
added on the 2012-07-26 15:30:51 by rudi rudi
yeah. and what Ferris say: look for Outracks's library, they might have done everything for you. :P
added on the 2012-07-26 15:33:12 by rudi rudi
WebGL can be pretty painless with a nice framework. You may like three.js or the funky three.js wrapper tQuery.
added on the 2012-07-26 16:20:53 by Fell Fell
Coding at work with MongoDB + Node + Backbone brings just about enough javascript to my life thank you. Only thing worse than lacking optional strong typing are programming languages defining flow of code based on amount of whitespace in front of row.

So no need to play with WebGL in addition, I have frontside javascript anyway.

added on the 2012-07-26 17:02:48 by jalava jalava
Nothing beats C++ with a decent set of libraries.
added on the 2012-07-26 17:19:50 by xernobyl xernobyl
Quote:
Only thing worse than lacking optional strong typing are programming languages defining flow of code based on amount of whitespace in front of row.

Python anyone?
added on the 2012-07-26 17:45:44 by raer raer
Meh, each to his own, I have had a bloody good time scripting a little data-mining tool in Python these past weeks. The interpreter is golden, and makes trying out little things an ease. I can express things in very short and concise ways. I expect that if I had to debug it, it would be a pain, but the entire writing process, along with the libraries, are super. If I had to do what I'm doing in Python in any other language, I wouldn't even know where to start, and I only coded it for 4 weeks.
CanDo.
added on the 2012-07-26 19:01:55 by Frost Frost
It seems there's no single best option. Personally I like Processing a lot, except for the fact that it produces Java applets. openFrameworks could get you started with C++ rather painlessly.
added on the 2012-07-26 21:13:48 by Marq Marq
One option for multiplatform could be C#/MonoGame but I kinda like to get something more than just the barebones and last time I checked MonoGame kinda expects you to have complete XNA game ready and you are just looking to port it. Direct programming on top of MonoGame didn't look so clear documentationwise.

added on the 2012-07-26 23:58:05 by jalava jalava
Quote:
Only thing worse than lacking optional strong typing are programming languages defining flow of code based on amount of whitespace in front of row.
Sure, after all, it's much clearer to figure out the codeflow in
Code:for(int i=0;i<10<i++){foo();bar();if(baz) derp(); merp();}blerb();

because of the braces. Humans can determine structure much easier by indentation than by counting braces, so why not make indentation determine the code flow instead?

Every clean code is indented anyway, so the braces simply become noise.
Granted, one line throw away hacks are more difficult, but for them, there's always Perl ;)

Back to topic: Did you try the blender game engine? IIRC the "API" is kinda terrible though
added on the 2012-07-27 03:19:16 by Joghurt Joghurt
real men use assember
i think paniq build his Project Ginshu on top of the Blender Engine.
added on the 2012-07-27 12:02:35 by wysiwtf wysiwtf
See what you've done in Flash. I'm sure you'll be at home in no time in C/C++ and DX/OpenGL. First prods might be sub (your) par but you'll soon rock the house.
added on the 2012-07-29 23:55:22 by p01 p01
Tried to setup something in C/C++ and after 4 hours of handcompiling stuff in MinGW / MSys trying to get OpenSceneGraph dependencies working with CMake, I decided that, maybe, just maybe, GNU way doesn't work that well on Win32 yet.

Perhaps there exists some premade scriptable engine already so I don't have to worry about compiling multiplatform. Lua + OpenGL perhaps?

It's not the API I'm struggling but the build setup and toolchains.
added on the 2012-07-30 12:17:04 by jalava jalava
processing, maybe?
added on the 2012-07-30 12:19:55 by Gargaj Gargaj

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