Balloon Brothers

August 30th, 2011

For the last half year I’ve been active in Firedroid as 3D artist. Together with Rachel Kremer and Roy van der Veen we’ve made Balloon Brothers. (Old group title was Bionic Badger)

bb

GAAF API documentation

February 24th, 2011

For the users, I’ve made a documentation of the API. It’s 98% the same as the Flixel API. But the few changes are in there, which is helpful.

Download it here

GAAF v1.0

February 23rd, 2011

Finally released GAAF (Gpu Accelerated Air Flixel). A project I’ve been working on for a while now.
For the few people tho always wanted to use the Adobe Flash to iPhone Packager in combination with Flixel and get more FPS then 5: Use this. :)

See the GAAF page

AnimationJam: the documentation

February 18th, 2011

Over the past year I did some work on a document that described what happened to us during the week production of the AnimationJam. This document is now finished and available for your reading pleasure (if you can read Dutch that is).

AnimationJam_verslag.pdf (2.3MB)
AnimationJam verslag

Rotating Flixel

February 9th, 2011

In the last week I’ve made major improvements to my Flixel 4 iPhone Packager. (Maybe I’ll call it Flixel4Air or AirFlixel)
Stuff that now works:

  • Changing Alpha
  • Scaling
  • Rotating
  • Animations
  • Individual scrollFactors
  • Buttons
  • childing and removing the sprites.

All of this goes on the GPU, so the performance is still around 50 FPS.
I’ve also added BlendModes tot he Sprites, but that is done by the CPU. So MASSIVE slowdowns on that one.
screeny
Funny, on Vanilla Flixel scaling and rotating makes a havoc on the performance, although with FlixelAir, it just works without any hickups.

Twitter

February 8th, 2011

It took me four years to start Blogging, and five to start Twittering. For administrative clarification: I started Buzzing a half year ago. But those 5 posts don’t really count do they?

http://twitter.com/WillemVanVliet

Faster Scaling

February 2nd, 2011

I’ve done some snooping around and realized that caching the main screen container as a bitmap was not a good idea. Sure it’s needed for GPU acceleration, but the screen content changes every frame. And all it’s children are cached in the GPU, so the container does not have to.
Not only did this seeded up the game by 20 FPS, it allowed for scaling with only a decrease of 10 FPS. resulting in a scaled game with 50 FPS. Lovely :)

GPU optimised Flixel for the iPhone Packager

February 1st, 2011

I’ve finally released the project on the world. Although the code is not yet available. (mostly because it’s but-ugly). But if you would ask me I’ll post it somewhere…

It’s still in WIP people! ;)

Now go to the page explaining all about it! clicky

Recording my iPhone

February 1st, 2011

My work on the Flixel GPUBranch is going good enough to release some of it to the world. That involved making a short demonstration. So with 19 mangas and my trusty photo camera I recorded my iPhone.

camming the iPhone

Looks silly though…

Unami Beta2

November 26th, 2010

Things are wrapping up. My time was up two weeks ago, so you won’t see a better version any time soon.
Therefore I’ll release Beta2 of the project for your pleasure.

On a day I will make a final version (only a few small things needs doing), but maybe when I create a moment for me and my fellow student op present their projects.

’till then: enjoy:
splash0.3