Archive for December, 2011

Introduction to AGAL: Part 3

Continuing from last time, in today’s article we’ll discuss the process of building and using basic shaders. This forms the basis of all Flash 11 Stage3D engines, so you’ll be learning how hardware-accelerated 3D shaders are built from the ground up.

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Introduction to AGAL: Part 2

To continue the series on Flash 11 Stage3D shader programming, this week we’ll take a look at the data types your shader has available and finally dive into some actual AGAL assembly syntax.

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Introduction to AGAL: Part 1

Flash 11′s new Stage3D class introduces a whole new kind of bytecode to Flash: AGAL. Today I’m beginning a series of articles to talk about what AGAL is in the first place, how you can generate its bytecode and, more generally, how these wacky shaders work. Read on for the first article in the series and learn the basics of AGAL.

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Simple Stage3D Camera

There are many fine 3D frameworks for the new hardware-accelerated Stage3D class in Flash 11 that are loaded with features. But, if you just want to get some simple 3D up and running or would just prefer to do things yourself, today’s article shows you a simple 3D camera that you can use to view your 3D scenes and models. Read on for the source code and a demo app.

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