Back from Adobe “Retour de MAX” 2010
I was at “Retour de MAX” (“Back from MAX”) 2010 – an Adobe France event – to present Molehill, the new 3D API for the Flash Platform, alongside Adobe’s web consultant David Deraedt. The goal was to...
View ArticleQuake 3 HD with Flash “Molehill” and Minko
This video demonstrates what can be achieved using Minko, the next-gen 3D engine for Flash “Molehill” I’m working on. The environment is a Quake 3 map loaded at runtime and displayed using high...
View ArticleAbout Minko’s plugin system
Building a flexible and extensible 3D framework has always been our priority. This goal has a huge influence on the way we work and what we provide as a final result. This is also a main difference...
View ArticleNew Minko Tutorial: Vertex Attributes In The Fragment Shader
Passing values from the vertex to the fragment shader is a very common thing. The simplest use case is when you want to sample a texture: this operation can only be done in the fragment shader, but the...
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