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Last 30 days

  • Nov 20, 2009
    issue 1 (White line between two materials.) commented on by PolikovDM   -   Same problem occures in connection of two floor sectors with the same material.
    Same problem occures in connection of two floor sectors with the same material.

Earlier this year

  • Oct 27, 2009
    issue 1 (White line between two materials.) reported by lwhmel...@gmail.com   -   Problem: There's always a white line between two materials.That makes the scene look ugly. First I thought this would be the bitmap's fault,since stretching a bitmap would cause aliasing.And then I try vector graphics,with no luck,the white line is still there. Any solution?
    Problem: There's always a white line between two materials.That makes the scene look ugly. First I thought this would be the bitmap's fault,since stretching a bitmap would cause aliasing.And then I try vector graphics,with no luck,the white line is still there. Any solution?
  • Jun 01, 2009
    r147 (Minor bugs) committed by ad...@ffilmation.org   -   Minor bugs
    Minor bugs
  • May 30, 2009
    r146 ([No log message]) committed by ad...@ffilmation.org   -   [No log message]
    [No log message]
  • May 27, 2009
    r145 (An RTree structure is added. RTrees are used to index spatia...) committed by ad...@ffilmation.org   -   An RTree structure is added. RTrees are used to index spatial information and perform spatial searches such as elements close to Point X. This provides a bit of optimization in very large scenes with hundreds of elements. The Rtree API is exposed in the documentation so you can use it in your own code if you want to. Yet another zSort algorythm is implemented. This one if faster by several orders of magnitude and also more reliable in complex scenes.
    An RTree structure is added. RTrees are used to index spatial information and perform spatial searches such as elements close to Point X. This provides a bit of optimization in very large scenes with hundreds of elements. The Rtree API is exposed in the documentation so you can use it in your own code if you want to. Yet another zSort algorythm is implemented. This one if faster by several orders of magnitude and also more reliable in complex scenes.
  • May 15, 2009
    r144 (Still unstable...) committed by ad...@ffilmation.org   -   Still unstable...
    Still unstable...
  • May 05, 2009
    r143 (This revision is still very unstable.) committed by ad...@ffilmation.org   -   This revision is still very unstable.
    This revision is still very unstable.
  • Apr 23, 2009
    r142 (Please don't apply this revision yet !!!) committed by ad...@ffilmation.org   -   Please don't apply this revision yet !!!
    Please don't apply this revision yet !!!
  • Apr 16, 2009
    r141 (Fixed exception when moving a character before setteing a ca...) committed by ad...@ffilmation.org   -   Fixed exception when moving a character before setteing a camera Fixed some bugs when changing materials on the fly or within the editor ( still some left )
    Fixed exception when moving a character before setteing a camera Fixed some bugs when changing materials on the fly or within the editor ( still some left )
  • Apr 12, 2009
    r140 (Small fixes) committed by ad...@ffilmation.org   -   Small fixes
    Small fixes
  • Apr 08, 2009
    r139 (Coordinates of the events in XMLs are now consistent with th...) committed by ad...@ffilmation.org   -   Coordinates of the events in XMLs are now consistent with those of the rest of the elements. Sorry about the inconvenience.
    Coordinates of the events in XMLs are now consistent with those of the rest of the elements. Sorry about the inconvenience.
  • Apr 07, 2009
    r138 (Changed getObjectsUnderPoint() ( the bloody thing doesn't wo...) committed by ad...@ffilmation.org   -   Changed getObjectsUnderPoint() ( the bloody thing doesn't work properly ! ) to hitTestPoint()
    Changed getObjectsUnderPoint() ( the bloody thing doesn't work properly ! ) to hitTestPoint()
  • Apr 05, 2009
    r137 ([No log message]) committed by ad...@ffilmation.org   -   [No log message]
    [No log message]
  • Apr 05, 2009
    r136 (Added the fEmptySprite element type. This is an empty contai...) committed by ad...@ffilmation.org   -   Added the fEmptySprite element type. This is an empty container that you can use to add user- controlled graphic elements to the scene. Sprites can be moved and are depthsorted, but don't collide, are not affected by lights, etc. The fEmptySprite class is useful to handle captions, rollovers and other interface elements that need to be placed in the proper depth and position, but are not part of the environment itself.
    Added the fEmptySprite element type. This is an empty container that you can use to add user- controlled graphic elements to the scene. Sprites can be moved and are depthsorted, but don't collide, are not affected by lights, etc. The fEmptySprite class is useful to handle captions, rollovers and other interface elements that need to be placed in the proper depth and position, but are not part of the environment itself.
  • Apr 04, 2009
    r135 (Added fRenderableElement.ASSETS_CREATED event to know when t...) committed by ad...@ffilmation.org   -   Added fRenderableElement.ASSETS_CREATED event to know when the flashClip property is available.
    Added fRenderableElement.ASSETS_CREATED event to know when the flashClip property is available.
  • Apr 01, 2009
    r134 (Rendering big scenes no longer freezes. Things are rendered ...) committed by ad...@ffilmation.org   -   Rendering big scenes no longer freezes. Things are rendered as they enter the viewable area, therefore rendering cost is proportional to window size, not scene size.
    Rendering big scenes no longer freezes. Things are rendered as they enter the viewable area, therefore rendering cost is proportional to window size, not scene size.
  • Mar 30, 2009
    r133 ([No log message]) committed by ad...@ffilmation.org   -   [No log message]
    [No log message]
  • Mar 29, 2009
    r132 ([No log message]) committed by ad...@ffilmation.org   -   [No log message]
    [No log message]
  • Mar 13, 2009
    r131 (FFilmation 1.3.3) committed by ad...@ffilmation.org   -   FFilmation 1.3.3
    FFilmation 1.3.3
  • Mar 06, 2009
    r130 (Fixed memory issues. But remember: Hidden scenes still consu...) committed by ad...@ffilmation.org   -   Fixed memory issues. But remember: Hidden scenes still consume memory. If you want to free all resources allocated by scenes that will no longer be used, use the fEngine.destroy() method
    Fixed memory issues. But remember: Hidden scenes still consume memory. If you want to free all resources allocated by scenes that will no longer be used, use the fEngine.destroy() method
  • Mar 03, 2009
    r129 (Tested with Flash CS4. Several fixes) committed by ad...@ffilmation.org   -   Tested with Flash CS4. Several fixes
    Tested with Flash CS4. Several fixes
  • Feb 28, 2009
    r128 (Added an "invisible" material that can be used to have invis...) committed by ad...@ffilmation.org   -   Added an "invisible" material that can be used to have invisible planes that are still solid in terms of collision and bullet impacts. Simply use src="invisible" in you plane definition.
    Added an "invisible" material that can be used to have invisible planes that are still solid in terms of collision and bullet impacts. Simply use src="invisible" in you plane definition.
  • Feb 25, 2009
    r127 ([No log message]) committed by ad...@ffilmation.org   -   [No log message]
    [No log message]
  • Feb 25, 2009
    r126 (Bumpmap performance has been dramatically improved. Still no...) committed by ad...@ffilmation.org   -   Bumpmap performance has been dramatically improved. Still not for the average machine, but getting there.
    Bumpmap performance has been dramatically improved. Still not for the average machine, but getting there.
  • Feb 25, 2009
    r125 ([No log message]) committed by ad...@ffilmation.org   -   [No log message]
    [No log message]
  • Feb 22, 2009
    r124 (bumpmap works again) committed by ad...@ffilmation.org   -   bumpmap works again
    bumpmap works again
  • Feb 22, 2009
    r123 (FFilmation 1.3.3 Release candidate Scenes use less memory. I...) committed by ad...@ffilmation.org   -   FFilmation 1.3.3 Release candidate Scenes use less memory. I have tried to optimize the render process as much as possible, reducing the amount of layers, blendmodes and transformation matrixes. Given the amount of hours invested the result is quite dissappointing: In my tests I see an improvement of nothing to 10%, but I'm unsure about the real impact in other people's applications. The container property for fRenderableElements is no longer a generic MovieClip. Instead, a new fElementContainer class is used. Properties are the same. Lots of collision tweaks. I hope it works better for everybody now. You don't collide against hidden elements. Optimized the Fence material ( does anyone but me use it ? ) You can soften shadows using the fEngine.softShadows property More robust projection and lighting system, also a first step towards having irregular wall shapes.
    FFilmation 1.3.3 Release candidate Scenes use less memory. I have tried to optimize the render process as much as possible, reducing the amount of layers, blendmodes and transformation matrixes. Given the amount of hours invested the result is quite dissappointing: In my tests I see an improvement of nothing to 10%, but I'm unsure about the real impact in other people's applications. The container property for fRenderableElements is no longer a generic MovieClip. Instead, a new fElementContainer class is used. Properties are the same. Lots of collision tweaks. I hope it works better for everybody now. You don't collide against hidden elements. Optimized the Fence material ( does anyone but me use it ? ) You can soften shadows using the fEngine.softShadows property More robust projection and lighting system, also a first step towards having irregular wall shapes.

Older

  • Dec 18, 2008
    r122 ([No log message]) committed by ad...@ffilmation.org   -   [No log message]
    [No log message]
  • Dec 18, 2008
    r121 (I have modified the engine so when a character collides with...) committed by ad...@ffilmation.org   -   I have modified the engine so when a character collides with a corner, it bounces slightly in the opposite direction. Therefore, even if your AI is dumb enought to keep smashing the wall, after a few collisions it bounces to free space and manages to negotiate the corner.
    I have modified the engine so when a character collides with a corner, it bounces slightly in the opposite direction. Therefore, even if your AI is dumb enought to keep smashing the wall, after a few collisions it bounces to free space and manages to negotiate the corner.
  • Dec 16, 2008
    r120 ([No log message]) committed by ad...@ffilmation.org   -   [No log message]
    [No log message]
  • Dec 15, 2008
    r119 ([No log message]) committed by ad...@ffilmation.org   -   [No log message]
    [No log message]
  • Dec 15, 2008
    r118 ([No log message]) committed by ad...@ffilmation.org   -   [No log message]
    [No log message]
  • Dec 15, 2008
    r117 ([No log message]) committed by ad...@ffilmation.org   -   [No log message]
    [No log message]
  • Dec 15, 2008
    r116 (Proper collision detection, uses real collision shape) committed by ad...@ffilmation.org   -   Proper collision detection, uses real collision shape
    Proper collision detection, uses real collision shape
  • Dec 15, 2008
    r115 ([No log message]) committed by ad...@ffilmation.org   -   [No log message]
    [No log message]
  • Dec 15, 2008
    r114 ([No log message]) committed by ad...@ffilmation.org   -   [No log message]
    [No log message]
  • Dec 08, 2008
    r113 ([No log message]) committed by ad...@ffilmation.org   -   [No log message]
    [No log message]
  • Dec 02, 2008
    r112 ([No log message]) committed by ad...@ffilmation.org   -   [No log message]
    [No log message]
  • Dec 02, 2008
    r111 (A number of AS3 optimizations have been applied ( loops opti...) committed by ad...@ffilmation.org   -   A number of AS3 optimizations have been applied ( loops optimization, Number vs int, Array accés, etcc ). Basically I've been reading everything out there about AS optimization and applied what could be applied.
    A number of AS3 optimizations have been applied ( loops optimization, Number vs int, Array accés, etcc ). Basically I've been reading everything out there about AS optimization and applied what could be applied.
  • Nov 30, 2008
    r110 ([No log message]) committed by ad...@ffilmation.org   -   [No log message]
    [No log message]
  • Nov 30, 2008
    r109 (Bugs) committed by ad...@ffilmation.org   -   Bugs
    Bugs
  • Nov 25, 2008
    r108 (Bullet ricochets now use the objectPool Fixed several issues...) committed by ad...@ffilmation.org   -   Bullet ricochets now use the objectPool Fixed several issues in the CLIP material
    Bullet ricochets now use the objectPool Fixed several issues in the CLIP material
  • Nov 24, 2008
    r107 (Switching between shadow models and qualities at runtime doe...) committed by ad...@ffilmation.org   -   Switching between shadow models and qualities at runtime does not throw any exceptions. Also, no "zombie" shadows are left, everything switches nicely. The GOOD shadow quality has been greatly improved in both quality and performance. It is almost as nice as the BEST quality setting and has very little impact in performance, making it the best choice for most applications.
    Switching between shadow models and qualities at runtime does not throw any exceptions. Also, no "zombie" shadows are left, everything switches nicely. The GOOD shadow quality has been greatly improved in both quality and performance. It is almost as nice as the BEST quality setting and has very little impact in performance, making it the best choice for most applications.
  • Nov 21, 2008
    r106 (An object pool has been implemented to remove the overhead o...) committed by ad...@ffilmation.org   -   An object pool has been implemented to remove the overhead of continually creating and removing library items and DisplayObjects ( which takes quite a lot of time ). This results in increased performance.
    An object pool has been implemented to remove the overhead of continually creating and removing library items and DisplayObjects ( which takes quite a lot of time ). This results in increased performance.
  • Nov 21, 2008
    r105 (According to my tests with this update finally there are no ...) committed by ad...@ffilmation.org   -   According to my tests with this update finally there are no memory leaks.
    According to my tests with this update finally there are no memory leaks.
  • Nov 21, 2008
    r104 ([No log message]) committed by ad...@ffilmation.org   -   [No log message]
    [No log message]
  • Nov 20, 2008
    r103 ([No log message]) committed by ad...@ffilmation.org   -   [No log message]
    [No log message]
  • Nov 20, 2008
    r102 ([No log message]) committed by ad...@ffilmation.org   -   [No log message]
    [No log message]
  • Nov 19, 2008
    r101 ([No log message]) committed by ad...@ffilmation.org   -   [No log message]
    [No log message]
  • Nov 17, 2008
    r100 ([No log message]) committed by ad...@ffilmation.org   -   [No log message]
    [No log message]
 
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