Мастер-класс будет интересен разработчикам 2D-flash-игр – как программистам, так и художникам. За час мы попытаемся перевести социальную игру в третье измерение – сделаем прототип 3D-flash-игры. На своем примере художник-иллюстратор Павел Горбунов расскажет о собственном опыте работы с 3D-графикой под Flash, а программист Alternativa3D Андрей Копысов продемонстрирует технические приемы, создав программную “обвязку”.
“AlternativaPhysics: физическая симуляция на Flash – это просто” (Дмитрий Сер...DevGAMM Conference
Доклад посвящен технологии, которая впервые выходит в релиз в декабре 2011 года. AlternativaPhysics – это универсальный физический движок реального времени на Flash. Движок интегрирован в пакет технологий AlternativaPlatform. Дмитрий расскажет о возможностях движка и проведет мастер-класс по его использованию.
Serge Himmelreich, Co-founder, GDCuffs
Patterns of game mechanics are an amazing tool that allows you to deconstruct the gameplay of existing games and build a new complex mechanics. I am going to present you this kit as a smart and useful tool.
Михаил Рахманов рассказывает о паттерне Promise и его использовании в iOS разработке.
Краткие тезисы:
- Что такое promises?
- Использование promises в iOS разработке (существующие библиотеки и подходы)
- Реализация promises библиотекой PromiseKit (основные методы, цепочки promises, обработка ошибок)
- Какие задачи можно решить с помощью promises, а какие - нельзя
- Использование promises на примере приложения: драм-машины с возможностью сохранять аудио-дорожки
- Подведение итогов: преимущества и недостатки.
RDSDataSource - внутренние пятничные митапы iOS-команды RAMBLER&Co.
“AlternativaPhysics: физическая симуляция на Flash – это просто” (Дмитрий Сер...DevGAMM Conference
Доклад посвящен технологии, которая впервые выходит в релиз в декабре 2011 года. AlternativaPhysics – это универсальный физический движок реального времени на Flash. Движок интегрирован в пакет технологий AlternativaPlatform. Дмитрий расскажет о возможностях движка и проведет мастер-класс по его использованию.
Serge Himmelreich, Co-founder, GDCuffs
Patterns of game mechanics are an amazing tool that allows you to deconstruct the gameplay of existing games and build a new complex mechanics. I am going to present you this kit as a smart and useful tool.
Михаил Рахманов рассказывает о паттерне Promise и его использовании в iOS разработке.
Краткие тезисы:
- Что такое promises?
- Использование promises в iOS разработке (существующие библиотеки и подходы)
- Реализация promises библиотекой PromiseKit (основные методы, цепочки promises, обработка ошибок)
- Какие задачи можно решить с помощью promises, а какие - нельзя
- Использование promises на примере приложения: драм-машины с возможностью сохранять аудио-дорожки
- Подведение итогов: преимущества и недостатки.
RDSDataSource - внутренние пятничные митапы iOS-команды RAMBLER&Co.
Sergey Himmelreich, Co-founder, Arpu.guru
Elena Bugakova, Co-founder, Arpu.guru
In workshop will participate teams from audience. There will be 3 rounds: to decompose a game into a patterns of game mechanics, replace core-mechanics of the presented game with another and come up with a new game concept. Answers will be evaluated by experts and other teams, in the end winners will receive prizes.
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JS, Java, Iron Maiden. Практически вся моя жизнь связана так или иначе с IT — с 11 класса и до 5 курса я лидировал на олимпиадах, но погрузился в профессию уже на работе в ISS Art’е. Мною реализованы ряд интересных проектов — от мелких поделок на гитхабе, до крупных бизнес-порталов, системы мониторинга и прогнозирования состояния оборудования, векторного графического редактора для Flash-версии Google Maps, сложного плагина для SketchUp на Ruby и Unity-клиента для просмотра зданий под десктопными и мобильными платформами.
В общем, повидал всякие front-end’ы, не только Web. Буду рад поделиться опытом с коллегами по цеху. В докладе расскажу о том, как сократить объем кода вашего front-end'а на 7%.
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Alternativa Platform: Flash-игры: переходим в третье измерение
1. Flash GAMM Kyiv 2011. 10 декабря
Flash GAMM Kyiv 2011. December, 10
AlternativaPhysics: физическая симуляция на Flash – это просто
AlternativaPhysics: physics simulation on Flash is easy
Дмитрий Сергеев, Программист, AlternativaPlatform
Dmitriy Sergeev, Software Engineer, AlternativaPlatform
2. План доклада
Plan
● Введение ● Introduction
● Обзор функциональности ● Functionality review
● Обзор API ● API review
● Демо движка ● Engine demos
3. Цель доклада
Goal
Показать, что: The goal is to show that:
● AlternativaPhysics – это ● AlternativaPhysics is a
мощный и powerful and universal
универсальный движок engine
● Использовать ● The usage of
AlternativaPhysics просто AlternativaPhysics is easy
4. Что такое физический движок?
What is the physics engine?
Физический движок
Physics engine
Объекты
Objects
Физическая сцена
Physics scene
Конфигурация События
Configuration Events
Геометрия Солвер Solver
Geometry
Силы Ограничения
Forces Constraints
Определение
столкновений
Collision Позиции, скорости Столкновения, контакты
detection Positions, velocities Collisions, contacts
6. Место физики в платформе
Physics in the platform
AlternativaPlatform
Alternativa3D AlternativaCore
AlternativaEditor AlternativaPhysics
AlternativaGUI
16. Геометрия. Другие особенности
Geometry. Another Features
● Алгоритм GJK/EPA ● GJK/EPA algorithm
● Оптимизации ● Optimization
● широкая фаза ● broad phase
● статические объекты ● static objects
● Пересечение с лучом ● Ray casts
17. Ограничения на число объектов
Limitations on the Number of Objects
● Количество объектов – ● The number of objects –
до 500 при большом up to 500 in case of a
числе взаимодействий large amount of contacts
● Количество примитивов ● The number of primitives
в статических объектах in static objects –
– неограниченно unlimited
18. API
● Сцена ● Physics scene
● Конфигурация ● Engine configuration
движка ● Event handling
● Обработка событий
19. Сцена. Иерархия объектов
Scene. Hierarchy of Objects
Сцена Scene
Тело Нефизический объект
Body Non-physical object
Физический примитив
Physical primitive
Нефизический примитив Нефизический примитив
Non-physical primitive Non-physical primitive
•Материал •Material
•Подвижность •Movability
•Позиция •Position
•Позиция •Position
•Скорость •Velocity
•События •Events
•Масса •Mass
•События •Events
20. Сцена. Иерархия объектов
Scene. Hierarchy of Objects
private function PhysicsTest() {
physicsScene = PhysicsConfiguration.DEFAULT.getPhysicsScene();
var body:Body = new Body();
var box:CollisionBox = new CollisionBox(new Vector3(1, 1, 1),
CollisionType.DYNAMIC);
body.addPhysicsPrimitive(new PhysicsPrimitive(box, 10,
new PhysicsMaterial(0.5, 0.5)));
body.calculateInertiaTensor();
physicsScene.add(body);
body.setVelocity(new Vector3(1, 0, 0));
stage.addEventListener(Event.ENTER_FRAME, onEnterFrame);
}
private function onEnterFrame(event:Event):void {
while (physicsScene.time < getTimer())
physicsScene.update(PHYSICS_STEP);
...
}
21. Сцена. Ограничения
Scene. Constraints
var boxCount:int = 3;
var boxes:Vector.<Body> = new Vector.<Body>(boxCount);
for (var i:int = 0; i < boxCount; i++) {
boxes[i] = createBox(i);
physicsScene.add(boxes[i]);
}
for (i = 0; i < boxCount - 1; i++) {
var c:ImpulseConstraint = new HingeImpulseConstraint(
boxes[i], boxes[i + 1],
new Vector3(INTERVAL, 0, 0), Vector3.ZERO,
new Vector3(0, 0, 1), new Vector3(0, 0, 1)))
physicsScene.addConstraint(c);
}
23. Конфигурация движка
Engine Configuration
● Конфигурация ● Geometry configuration
геометрии ● Solver configuration
● Конфигурация солвера
var physicsConfig:PhysicsConfiguration =
new PhysicsConfiguration();
physicsConfig.geometryConfiguration =
new GeometryConfiguration();
var solverConfig:ImpulseSolverConfiguration =
ImpulseSolverConfiguration.DEFAULT.clone();
solverConfig.contactIterations = 4;
physicsConfig.solverConfiguration = solverConfig;
var physicsScene:PhysicsScene =
physicsConfig.getPhysicsScene();
24. События
Events
● Предобработка сцены ● Before update
(onBeforeUpdate) ● After update
● Постобработка сцены ● Contact
(onAfterUpdate)
● With body
● Возникновение контакта
● WIth primitive
● С телом
● С примитивом
25. События
Events
public class SimFlag extends SimObject {
public function SimFlag(position:Position, onContact:Function) {
...
cylinder = new CollisionCylinder(r, 3, CollisionType.TRIGGER);
cylinder.addEventListener(ContactEvent.OnContact, onContact, this);
...
}
...
}
public class BallDemo {
public function BallDemo() {
...
add(new SimFlag(Position.createXYZ(-4, -4, 0), takeFlag));
...
}
private function takeFlag(event:ContactEvent):void {
...
flag = (event.userData as SimFlag);
flag.visible = false;
}
...
}
29. Спасибо за внимание
Thanks for your attention
пожалуйста, задавайте вопросы,
пишите на
sergeev@alternativaplatform.com
please ask your questions,
feel free to contact me:
sergeev@alternativaplatform.com