Posts Tagged ‘3D

02
Nov
11

Creative Javascript – 3D Tree with Leaf-fall

A HTML5 prototype…

Finally getting around to have a play with HTML5 Canvas – enabled by attending Seb Lee Delisle’s excellent CreativeJS course.

I’m impressed with performance from Canvas nowadays – my first sight of it many moons ago left me pretty disappointed – but now it actually feels useful and some pretty impressive visual effects can be achieved without resorting to WebGL.

The prototype I threw together here demonstrates a growing tree, in 3D with numerous branches, leaves, leaf fall, faux-shading and colour phasing. The demo will re-grow a tree on mouse click, and will allow for left and right rotation by means of mouse position (left/right).

creativeJS

3D Tree with Leaf Fall

To talk through the code a little: The tree is constructed using a recursive buildBranch function. Every branch spawns two new branches, or in the last generation it has a 90% chance of spawning a leaf. The branches are coloured from brown to green related by the recorded generation of the branch.

No 3D libraries were used in this demo – all of the 3D is via a simple scaling calculation for 3D points [ fov / (fov + point.z) ]. This allows for any 3D point to be translated (scaled) onto the 2D canvas.

The Painter’s Algorithm (priority fill) is applied via the sorting of all branches and leaves on their mid-point. This means that those furthest away are drawn to screen first.

Shading is applied by mapping colour to the z value of a branch’s position. This is very simply applied. There is a related alpha to add a fog effect to the furthest away elements, this gives some subtle but nasty artefacts and could be improved.

When a branch is fully grown the leaves will then appear and grow to their full size. When they fall a sine value is applied to rotation to make it rock as it falls. Leaves will collect on the ground.

Performance is pretty good here, but I did have to restrict the number of branch generations to 9. Of course some of the out-of-the-box features that Flash has such as Glow and Blur filters don’t exist – which means work-arounds or approximations have to be used – sound implementation isn’t very consistent across browsers – it is still early days, more and more JS will be used across the web, as it is the browser manufacturers will hopefully drive their products into more useful areas and consistent implementations.

The demo is a fast turn-around ‘prototype’, so not optimal or well formed. Feel free to have a play with the code, offer improvement suggestions or adapt in anyway you wish.

No attempt has been made to cover HTML5 cross-browser issues – so don’t expect this to work in IE!

Direct Link: 3D Tree with Leaf Fall

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18
Feb
09

Jonga3D: Testing Jiglib with Away3D

I just wanted to test the (newly available in AS3) 3D Physics engine Jiglib.

My first test for Box2d was to build a Jenga-style game (Jonga) so I thought I would do the same here. Only a quickie this. I wanted to see if Jiglib would be able to allow ‘rigid boides’ in a 3D environment with good performance. I know we are limited in Flash so was prepared for a few foibles.

Jiglib has been put to great use in other formats so I had high hopes for its Flash port.

Now I have only given the library 3 or 4 hours of play but my one major probelm so far is the frame rate hit. In Jonga3d I have had to reduce the number of blocks to 15 (5 layers – I wanted 15 (45 blocks)) and I am still only getting 6fps. I was really hoping for more.

I’m not complaining too much, a 3d physics engine is a complicated library to pull off – I’m just waiting for the day I can build an unfettered 3d environment with a workable physics engine.

Jiglib has a few other problems – the jiggling static box for example – but these are understandable for v0.25

Jonga3D

Testing Jiblib: Jonga3D

In the test I didn’t get around to implementing the mouse drag interactions so to see a collapse use the arrow keys to control the sphere – ram it into the stack.

I am using Jiglib 0.25 – Away3d version and Away3D 2.3 (Link)
I use SwfProfiler to track the fps.

Source:
Jonga3D
Source

Thanks to SleepyDesign for getting the ball rolling on this.




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