Away3D 4.1 Alpha release
The Away3D Team & The Away Foundation are pleased to announce the first release of the next major Away3D iteration. Imaginatively titled Away3D 4.1 Alpha, this update represents a significant leap forward, both in terms of performance and features. Many updates have come at the request of our community, while some have been added in order to enhance the multiplatform potential of the engine, setting the stage for what we hope will be a prolific period for Away3D games and apps across devices.
Away3D 4.1 Alpha demos:
Personal playground & portfolio of artist, interaction designer & developer Andreas Rothaug.
31fps delivers interdisciplinary experiences, ranging from modern online-based solutions and mobile applications to semantic concepts including Multi-Touch & Kinect setups as well as various other forms of interactive design and development.
Available also for iOS.
Full case-study: Behance.
Chris Campbell: “The team has been monitoring this thread as we work towards our Sutter release (AIR 21) and plan for the Townsend release in June (AIR 22). I know I’ve been less than prompt with our public roadmap updates so I thought I’d provide a list of what we’d *like* to accomplish the first half of 2016.
- Video Texture for Flash Player
This is the same feature present in AIR, now available across the different browsers and platforms for the Player
- HiDPI support for AIR Desktop (Windows)
We supported Retina displays when Apple introduced them, now that Win 8 and 10 have brought increased support we really want to get this platform parity in place.
- Echo cancellation on Android & iOS
This request has been around for a while and we’ve been blocked due to licensing restrictions. We’re now looking at native platform api’s to get this work done.
- Linux PPAPI installers
We need to complete this work so that the Ubuntu repositories aren’t the only place to find the latest Flash Player PPAPI plugin
- Enterprise configurable LSO location & locale properties
The varied enterprise environments have always posed a challenge for admins and Flash Player, this work should hopefully provide them increased performance and flexibility.
- 64-bit AIR - Windows
We’ve been wanting this for a long time (since the Mac 64-bit work was started.) Trying to work through some remaining dependencies and get this out to you.
- CORS origin header support
Important investigation and work required for Flash Player
- iOS9 multitasking and split screen support
iOS9 continues to innovate and we want to provide support for the best features that make sense for AIR
- Support for HiDPI displays in Firefox on Windows
Like AIR, Flash Player needs to do the right thing when it comes to displaying SWF’s on HiDPI devices on Firefox Windows. Just waiting for some needed API’s to be released by Mozilla and we’ll be on our way.
- Decoupling the captive Flash Player plugin from the AIR runtime
Did you know that the AIR runtime (both captive and shared) include a copy of the NPAPI release of Flash Player? It happens to be used by AIR’s Webkit when rendering HTML content that includes swf’s. We want to tighten up security and instead have AIR’s Webkit use the system player (which we can keep up to date separately.)
- Stage3D asynchronous texture upload
Who doesn’t like performance improvements?
- Stage3D anti aliasing on mobile
Or better looking graphics
- Improved HTML5 Support in AIR desktop
We’d like to collaborate with the community on this one. I was hoping to find someone that has created an ANE (using CEF or something else) and learn more about their experience. Ultimately, we’d prefer this end up as an open source project.
- Support for Apple tvOS
We’ve heard a few folks ask about this one and figured we’d give it a shot We’re shooting for an extended beta to start sometime in the Townsend timeframe.
ABC… Uczę się!
Application is addressed to children learning the alphabet and letters. It’s great example how elastic and efficient Flash & Air Platform is. We used Adobe Air 3.7, Starling 1.2, Feathers components , Robotlegs 2.0, Robotlegs Signals, ATF Textures, Texture Packeger and Flashbuilder. With just one platform we built the application for samrtphones and tablets working on iOS nad Android OS. Next with just few changes we prepared web version of the app.
To make production faster we developed own a system where each developer could work and test his code independently. The biggest challenge was to optimize memory. This is where the ATF compressor and Adobe Scout came. Using Scout we optimized cpu and gpu memory managment and improved GC mechanizm. All this works resulted in good performance on older devices. Now application is available as demo version but we plan to expand it to 50 books.