Posts Tagged ‘Molehill’
Featuring high-poly Flash 3d hardware acceleration, .obj file parsing, heightmap terrain generation, terrain “splatting” multi-texturing, cube-mapped skybox, mp3 engine sound with pitch-shifting, rigid-body car physics simulation, flash sprite 2d overlays, and Molehill (AGAL) vertex and fragment programs.
This game requires Flash 11 or the incubator beta version which can be downloaded here:
Please visit my blog: www.mcfunkypants.com for more games, music, art and code.
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Play the game here:
I would LOVE your comments and feedback:
Here is a little screenshot of some work-in-progress for my Ludum Dare jam game. It features Molehill (Flash 11) hardware accelerated 3d graphics and is using only about 20,000 polies. The terrain is generated on the fly using a heightmap jpeg image and is textured using the “splatting” techniques for detailed textures that fade from one kind to another depending on altitude. The car physics “works” but is rather floaty and (so far) extremely unstable. You can drive around the terrain and perform some crazy huge jumps and stunts, though right now you tend to flip over very easily and can’t die. I’m getting fabulous performance: it never dips below 55fps and runs fullscreen on my HD 1920×1080 monitor plus the CPU usage stays below 25%. Not bad for Flash, overall. Hopefully I can put in some actual gameplay (eg. enemies? weapons? score? gameover?) after I take a little break. Wish me luck!
I’m mega hardcore into Molehill (the new 3d Flash) and am considering using it for the upcoming Ludum Dare game jam. If I were to make a 3d game using Molehill for LD20, how many of you would be able to play it? You will need to be running the incubator build of flash 11, which you can get from here.
My most recent Molehill demo: http://www.youtube.com/watch?v=5_BjV-R8W1A