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Paperworld 3D

PaperWorld is many things - it lets you create multi-user applications, yes, but it also gives you the tools to create large games, quickly, localise them to a particular language or region, and manage everything in your workflow - so your designers don’t need to code, and your coders don’t need to design, and anyone with a basic knowledge of xml can edit a config file and setup or edit a game quickly without having to recompile and deploy.

So how does it do all this?

The basic building block of a PaperWorld application is the module - A module is made up of a set of files (referred to as ‘components’ in PW3D) - each of which has a specific purpose.

By creating these files and putting them into a convenient directory you can load them when you need them as a single block - PaperWorld takes care of the heavy lifting - you just list the modules that are needed for a game and PaperWorld takes care of it all for you.

Each module has its own conf.xml file, which describes all the files that it contains. When you tell PaperWorld3D you want to load a particular module it loads this xml file and then loads each component of the module that’s listed, so when the module is ready all the contents of these files are available to you.

Read more here

Or watch the video below :

Written by admin on April 4th, 2008 with no comments.
Read more articles on papervision and paperworld and Flash and otherSoftware and actionscript and 3d and general.

Photoshop CS4 to be 64-bit for Windows, but not Mac

Adobe’s flagship product, Photoshop, will become a 64-bit application in the next major revision to the company’s bundle of creative pro applications, Creative Suite 4. However, the 64-bit version will only be available to Windows users because of a change Apple made at its Worldwide Developers Conference (WWDC) in 2007.

The good news is that Adobe will make a 64-bit version for the Mac in the future.

“We can reassure people that literally from the day we found out Carbon 64-bit was cancelled, we have been figuring out what we need to do to get there,” John Nack, senior product manager for Adobe Photoshop, told Macworld.

At WWDC 2007 Apple discontinued its Carbon 64-bit program, which left company’s like Adobe without an avenue to make its current codebase 64-bit. What Adobe has to do now is transition all of the old Photoshop code to Apple’s native Cocoa programming language, where it can then be made 64-bit.

“If you want to go 64-bit on the Mac, you have to port to Cocoa and that’s not a trivial task,” said Nack.

Adobe said that they have been working on the Carbon 64-bit version of Photoshop for some time and had planned on releasing a version for Creative Suite 4 (CS4). However, with the changes at WWDC 2007, that is not going to happen.

“Our feeling has been to deliver 64-bit on both platforms for this release,” said Nack. “We could hold back the Windows 64-bit version until we could catch up on the Mac, but that didn’t seem fair to those customers.”

If one good thing can come out of the delay, Nack says Adobe will gain valuable experience in writing 64-bit applications, albeit for Windows.

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Written by admin on April 3rd, 2008 with no comments.
Read more articles on Adobe and otherSoftware and 64 bit and Photoshop and Mac and general and Windows.

Adobe AIR for Linux Alpha

Our main goal for this release is to begin to get the base features in place so you can share your early feedback and begin testing your Adobe AIR applications. This alpha is not feature complete. For a list of the specific features included in this alpha release, please see the release notes.

Important: This prerelease of Adobe AIR for Linux is alpha-quality and is not feature complete. If you are looking for Adobe AIR for Macintosh or Windows, please go to Adobe.com.

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Written by admin on March 31st, 2008 with no comments.
Read more articles on otherSoftware and actionscript and general.

Rubik’s Cube Proof Cut To 25 Moves

A scrambled Rubik’s cube can be solved in just 25 moves, regardless of the starting configuration. Tomas Rokicki, a Stanford-trained mathematician, has proven the new limit (down from 26 which was proved last year) using a neat piece of computer science. Rather than study individual moves, he’s used the symmetry of the cube to study its transformations in sets. This allows him to separate the ‘cube space’ into 2 billion sets each containing 20 billion elements. He then shows that a large number of these sets are essentially equivalent to other sets and so can be ignored. Even then, to crunch through the remaining sets, he needed a workstation with 8GB of memory and around 1500 hours of time on a Q6600 CPU running at 1.6GHz. Next up, 24 moves.

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Written by admin on March 27th, 2008 with no comments.
Read more articles on otherSoftware and general.

Crysis Mod SDK v1.0 Hits The World-Wide Community!

Today the existing world-wide modding community of Crysis will receive a major boost as Crytek is happy to release the first version of the Mod Software Development Kit for the award-winning FPS.

Mod SDK - Description
With the tools and the assets provided now modders will be able to not only get their own creations exported into the Sandbox2 Editor but will also be able to create complete new levels and modifications with outstanding content.

This SDK is only the first version that has been released to the community in order to provide the necessary exporters, plug-ins, and also respective documentation.

Next to some basic sample assets that provide information on how to set things up correctly, this SDK also includes a few serious game assets. These are high poly objects that can be used as reference for own creations.

With patch 1.2 not being far away from being released, the SDK will get updated with the game source code. The update will then be available for download around the time the patch is released.

Mod SDK – Content
The list below represents everything modders will find from the 400MB sized package.

Tools:
Resource Compiler (32 bit only)
CryExport plug-in for 3DS Max 8 (32 bit only), Max 9 and Max 2008 (32 and 64 bit)
Polybump plug-in for 3DS Max 8 (32 bit only), Max 9 and Max 2008 (32 and 64 bit)
Polybump application (32 and 64 bit)
CryTIFF plug-in for Adobe Photoshop (32 bit only)
FMOD Designer Tool (32 bit only)
Rigging, Artist, Animation Tools for 3DS Max

Example Mod:
SDK_Mod (inclusive “Nanosuit Playground” level)

Sample Assets:
First person model (pure hands, with weapon)
Third person run animation
Properties (doors, glass, jointed breakables, ladders)
Whitebox human male model
Whitebox head model
Weapons (SCAR)
Weapon attachments (magazine, silencer, scope)
Weapon attachment scripts
Vegetation (bushes, grass, trees)
Vehicles (helicopter)

Serious Game Assets:
HMMWV Vehicle high poly model
HMMWV Vehicle high poly model for 3DS Max 2008
HMMWV Vehicle scripts
Abrams Tank high poly model
Abrams Tank scripts

Fire up Visual C++ and get modding… Read more here

Written by admin on February 22nd, 2008 with no comments.
Read more articles on otherSoftware and general.

Flash on iPhone is just around the corner

We’ve been waiting for Flash support to hit the iPhone ever since…well…it launched. We’ve had to make do without Flash for almost eight months, and YouTube even had to convert a bunch of their catalog to H.264 in order for the service to be enjoyed on the iPhone. Well, we’ve just got word from a reliable source that Flash support is on its way to the iPhone, and it should be coming very, very soon. Speculating a bit further on our own, we are guessing that it would be pretty convenient for Flash support to be introduced alongside the iPhone SDK, wouldn’t you say? Now, we know that there isn’t much information here, but you also know how strong our sources are too - Flash on the iPhone is coming, just take our word for it, okay?

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Written by admin on February 12th, 2008 with no comments.
Read more articles on otherSoftware and general.

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