Starling + OpenFL

For the past 18 months I’ve been working on Haxeling (original post), a port of the popular 2D hardware accelerated framework Starling. The port has been going astonishingly well over this period and has been used on countless projects. The only thing that has bugged me throughout this period has been the fact that there has been multiple Haxe ports of Starling with the same goal in mind, effectively resulting in fragmented development. Additionally due to Starling’s reliances on OpenFL’s implementation of Stage3D there have been a number of instances where there have been breaking changes when updating OpenFL. That being said I’m pleased to announce that today we’re joining forces with OpenFL to deliver a single port of Starling. The new port will be available via the openfl repository openfl/starling and haxelib. The most important thing to take away from this is now that OpenFL and Starling development is handled within the same organization breaking changes will be a lot less likely. Please note that given that the majority of the code found in the new starling has come from vroad‘s port, so there is the possibility that behavior is going to be slightly different. This being the case, if you are currently using Haxeling I strongly suggest you test the new version and feedback as soon as possible. A huge thanks to vroad for all his work on the port to date and Joshua for facilitating this transition. Note: the current release is based off the 1.8 branch, we will be working towards a 2.x release  in the coming months....
Haxe Away3d Starling Interoperation Example

Haxe Away3d Starling Interoperation Example

A while back I released a sneak peek of haxe away3d starling integration being facilitate with robotlegs and a robotlegs stage3D extension. At the time I couldn’t post the source code, however 7 months on and I’ve finally be able to rework things so all required components are in publicly available haxe libraries. The following is an example of the haxe version of Starling, Away3D and Robotlegs all playing together. Source code can be found on Github. This example consists of fours layers: A background starling layer. then an Away3D cube layer. a Starling animated movieclip layer. and finally another Away3D cube layer. Browser not compatible. Additionally while not visible in the example above, the example source code also demonstrates how to overlay openfl on top of all stage3D content. Read more about Starling for Haxe here, Robotlegs for Haxe here and Away3D for Haxe...
Haxe Away3d Starling Interoperation Sneak Peek

Haxe Away3d Starling Interoperation Sneak Peek

NOTE: updated post can be viewed here. The following is a sneak peek of the haxe version of Starling, Away3D and Robotlegs all playing together. This example consists of fours layers: a background starling layer. then an Away3D cube layer. a Starling animated movieclip layer. and finally another Away3D cube layer. Browser not compatible. Source code will be made available once dependency libraries are publicly available. (mainly Robotlegs extensions). Read more about Starling for Haxe here and Away3D for Haxe...

GearVR (Oculus Mobile) running in Adobe AIR

This is a quick recording showing the 360 video example included in the GearVR (Oculus Mobile) SDK running within the Adobe AIR running on a Samsung Note 4. I don’t show moving around the 360 video in this recording, however that is simply because it only works once it is in the headset and would be harder to video, but I can assure you it works exactly the same as the c++ demo supplied with the SDK. This essentially demonstrates c++ code running within an Android Java wrapper, which is running within an AIR wrapper. When I first started thinking about trying to get this working I didn’t think it would actually be possible, but after a few days of playing around I finally got it working and I seriously surprised myself. The performance is amazing. A general GearVR ANE is in the works, but I have no details on when this will be publicly...
AS3 Triangulation

AS3 Triangulation

We’ve recently been working with beacon technology at work. If you’re not up to date with what they are I’d suggest checking out this wikipedia article, but in a nut shell they’re little devices that periodically emit a bluetooth signal and based on the strength of said signal one can work out how far away the beacon is from the receiver (in most cases a users phone). However accuracy seems to fluctuate fairly badly when there is no clear line of sight. To combat this we decided to place the beacons on the roof as well as using at least three beacons in any given area, this allows us to firstly average out any signal fluctuates as well as triangulating the exactly position of the user. Below is an example of how to use the as3 Intersect class. Simply pass in a Vector of at least three Vector3D objects to the Intersect.of() function (in this example I’m using 4). Each Vector3D object that is past in should contain the x, y, z location of the beacon and the signal “distance” as w/radius. ?View Code ACTIONSCRIPT3var intersection:Vector3D = Intersect.of( new <Vector3D>[ new Vector3D(x, y, z, radius), new Vector3D(x, y, z, radius), new Vector3D(x, y, z, radius), new Vector3D(x, y, z, radius) ]); The above will return the best intersection of four beacons as a Vector3D object. Note: The class currently does not take into account z (height). peteshand / triangulationNo description or homepage.00Download as...