All posts by Andrey Kopysov

Alternativa3D 8.32.0 and 7 reasons to update

After a long break we present release 8.32 in the form of SWC. All this time we have been committing changes on GitHub and have placed intermediate releases there. However, updating through GitHub does not suit all cases and now you can receive new version of the library in the form of a habitual archive with documentation and examples. You probably will want to update your projects right now and there are at least 7 reasons for doing this:

  • StandardMaterial has no more restriction on the number of light and shadow sources wich are visible on the object
    If there is a big number of light sources, the object will be automatically drawn in several passes.
  • Shadows from OmniLight
    Apart from DirectionalLight shadows, the OmniLightShadow class that projects a shadow from a point light source will now be available. You can manage quality and border smoothing options on all kinds of shadows.
  • Disabling of the light source impact on an object
    You can disable the impact of a light source on an object or a hierarchy of objects using the Object3D.excludeLight() method.
  • Rendering optimizations and materials efficiency
    Due to more optimal caching of resources, we have managed to increase our performance up to 30% on difficult scenes.
  • Mouse events disabling when they are not required
    Now you can expect a performance growth in projects that do not use mouse events or use only clicks processing. Only those types of events will processed on which  listeners was added.
  • Constrained mode basic support
    The Flash Player 11.4 uses hardware acceleration on a much bigger number of videocards in this mode. For more details please read announcement FP 11.4.
  • Handling of the right and middle mouse buttons while interacting with objects
    The possibility to subscribe to events of the right and middle mouse buttons appeared starting with the Flash Player 11.2 version; now this feature is also supported in Alternativa3D.

Full list of changes
Download Alternativa3D 8.32.0
Read documentation on wiki.alternativaplatform.com

Our examples have their own repository on GitHub now – Alternativa3DExamples!

Subscribe to our Facebook group and you will get all news regarding the engine development.

Repost it on social networks and on Twitter: let more people know about the release!

Publication in Software Developer’s Journal

Alternativa3D 8.27 was released a long time ago. Many commits were made after that to our GitHub repository but we have not yet explained how to use the most important features of this release. The newly released issue of Software Developer’s Journal has an article about these features. This article contains a detailed description of how to use shadows and describes the basis of the problem with sorting of transparent objects.

Link: http://sdjournal.org/game-development-gems-software-developers-journal-42012-4/

SSAO in Alternativa3D

Hello!
It’s been long since we have written, and yet the work on the platform, including the Alternativa3D engine, is in full force. Now, for example, we are working on SSAO.

Screen Space Ambient Occlusion – this is an post-effect, increasing the visible detail of the scene due to shading of those places which are expected to have poor light penetration.

The screenshot below shows how it will look like at “Tanki Online.”

The aim of the algorithm is that we draw the scene in several different buffers – the color buffer, depth and normals. In the future we can in the post-effect shader (in the space of the screen) to restore the three-dimensional coordinates of the visible points and calculate their average shadowing neighboring points.

Shading is defined by two parameters – the distance between the points and the angle between the normal and the overlapping point of the object at a given location.

We were able to achieve high performance of this algorithm with good quality. This algorithm was realized in the experemental branch on GitHub and we plan to merge it to the master branch in the future.