i was able to integrate starling in my flashdevelop enviroment and Im able to create quads with the built in Quad class.
Now I need to create circles.
How do I create circles with code?
Mirza
I believe that Starling doesn't have a Drawing API by default, but you can check out this drawing API :
https://github.com/StarlingGraphics/Starling-Extension-Graphics
There are likely other extensions to add the same functionality.
Edit : -- Please also see the first comment by #jpop under the question as if you don't need to redraw the graphics often, it's an excellent solution that doesn't require the extension.
Related
I am creating a software for calculating gearbox parts using Swing and OpenGL (with JOGL).
With this software the calculated parts are shown in 3D. The following picture shows an example part:
At first the geometry is specified/calculated (tip/root Diameter, width, number of teeth...) and out of this data the 3D-part is created. This example part is made with JOGL-Code because it's easy to use for me and can be integrated in a Swing-GUI.
Now a played around a bit with JavaFX Application GUI's and decided to continue making my software in JavaFX because it offers everything i need, looks much better and so on. The problem is I can't use my JOGL-OpenGL graphics.
So here are the possibilities for me:
Search for a way to integrate OpenGL-graphics in a JavaFX-Application - but I googled a bit and this seems to be quite difficult and the possible solutions seem to be very slow.
Use JavaFX integrated 3D-graphics (TriangleMesh) - but this is difficult to understand and I can't find good examples to learn it.
Any other solution?
Can you please help me finding a good solution? What would you do? My favorite would be to continue using OpenGL, but is there any good solution for this yet?
If you are looking for some JavaFX 3D resources that may help you decide whether its already mature or not, these are available, among others:
3DViewer here from the OpenFJX project.
InteractiveMesh importers and browser.
F(X)yz, a new JavaFX 3D library that provides additional primitives, composite objects, controls and data visualizations that the base JavaFX 8 3D packages do not have.
Multimodel3DFX, repository contains the code for the example shown on the article "Building Castles in the Sky. Using JavaFX 3D to model historical treasures" published in Oracle Java Magazine, issue from November/Dicember 2014.
Using a PolyLine3D from F(X)yz and the Multimodel3DFX plaftorm I was able to extrude a 2D polyline of a spur gear, so you can see how it's rendered in a JavaFX 3D subscene:
These are also mathematical 3D models generated using the F(X)yz library, all of them based on TriangleMesh.
As you can see, JavaFX 3D API, with its pros and cons, can be easily extended to achieve complex tasks.
I am looking into pairing two devices for a game using blutooth along with LibGdx and everything I have found so far doesn't explain well and is incomplete. Any one have any good sources of a game that uses such a feature?
There is no specific support in Libgdx for Bluetooth, so you'll just have to use whatever the platform provides (presumably you're focused on the Android backend?).
Once you've figured out the platform's APIs, you'll want to use an approach like the following to access it: http://siondream.com/blog/games/abstracting-platform-specific-code-in-libgdx/
I would like to play a flash animation when someone talks in the VoIP program Ventrilo.
I have a simple animation setup within Adobe Flash and I would like to somehow trigger it when a specific person talks "keys-up" in Ventrilo.
I know the G15 keyboard can access Ventrilo remotely and display who is talking in real time so I think it should be possible to use this event to trigger a movie clip play command if I knew how to access it. I have looked for example code but can't find any.
I know this is probably a highly complex task but I'm sure there is a genius on Stackoverflow how knows how to do it or could at least set me on the right path.
Many thanks,
This is not going to be an easy task and is going to require writing a C/C++ ANE.
You can use Windows API hooking to intercept calls from Ventrilo.
http://www.gamedev.net/topic/387670-api-hooking/
http://www.codeproject.com/Articles/2082/API-hooking-revealed
You would need to write an ANE to use this inside your AIR app.
http://www.flexjunk.com/2011/11/30/developing-an-air-native-extension-for-osx-and-windows-in-c/
http://box2dflash.sourceforge.net/
i downloaded the code and in its folder there is a examples folder. How can i compile them ? what are the other software i need and how can i do it? Please help me because iam completely new to the actionscript programming side.
It is explained in the Examples/Readme.txt
As quoted from the Readme
//
To compile the demo:
//
Flash: extract Box2DFlashAS3 and open
PhysTest.fla in Flash CS3 (9) and hit
Ctrl+Enter.
Flex: Create a new
ActionScript project and add all the files from the archive to the project.
Set Main.as to the default application and hit Ctrl+F11.
MXMLC: From the
"Examples" directory, run: mxmlc
-source-path=../Source/ Main.as;
Thus you have three different ways to compile.
Use Flash CS3 (or higher)
Use Flex Builder (or higher )
Use the Flex SDK that contains mxmlc
Only posting this as an answer because I can't post a comment... this is an alternative box2D implementation that uses alchemy (so much faster) but the real up-side to it is that it has plugins for the flash UI to visually design/create physical objects, including building worlds etc. Video tutorial explains where to download:
http://gotoandlearn.com/play.php?id=135
I am currently working on a 3D engine in AS3, I have designed it for the new upcoming Molehill API but I also want to render to the current AS3 graphics API. I thought that I would write a stack based implementation to render to the target DisplayObject. I then realised that I could essentially create an OpenGL API style interface to abstract my 3D engine from the actual rasterizing processes. (Just like any 3D engine built on OpenGL) This would also then allow other 3D engines to make use of the code as with any other imported library. Obviously there would be functionality handling the viewport, matrix stack etc, but a simple example my be:
AS3GL.begin( AS3GL.GL_TRIANGLES );
AS3GL.color3f(1,0,0);
AS3GL.vertex2f(0,0);
AS3GL.color3f(0,1,0);
AS3GL.vertex2f(.5,0);
AS3GL.color3f(0,0,1);
AS3GL.vertex2f(.5,.5);
AS3GL.end();
I wondered if anything like this already exists for AS3 that I could use, or if anyone has any detailed information about the inner state systems and/or stack implementations of OpenGL.
Adobe Mole here. What you want to do is very possible. You should start with reading old OpenGL specs. However please consider what you really want to do and why. As an educational exercise it is great to map tech from the 70s to a modern API. If you want to do a useful library or learn modern 3d, this is a dead end. One great thing about the Molehill API is that it does the right balance between a scripting language and GPUs: Use script to batch big chunks of triangle drawing. Doing multiple calls for every single vertex defeats that model.
I have decided to start this as a project myself, if anyone wishes to contribute please contact me. I have registered the site AS3GL.com and setup a google code repo ready for this. If anyone is able to send info about the stacks and inner workings of OpenGL, I would appreciate any info.
[EDIT]
This library became discontinued, but here is the GitHub repo for reference 'dev branch' https://github.com/Zest3D/as3gl/tree/dev