Hacking the Lite pt.2: Fake Shadow Mapping

Since I’ve been working on Away3D 4.0 (Broomstick) for the past few months, it was pretty hard to find the energy to keep this blog up to date, and the promised part 2 of Hacking the Lite kept getting delayed. And delayed. And then delayed some more. Having access to the GPU also caused some…

Hacking the Lite pt.1: Projective Texture Mapping

Exciting times afoot! In the not too distance future, we’ll finally get what we’ve been nagging about! I’m of course talking about Molehill, the new hardware-accelerated API Adobe is working on. If you’re curious what we’re doing with Away3D, take a peak at the demo we did with the guys from Evoflash for Adobe MAX.…

More Fresnel fun in Away3D: through the looking glass

As a continuation of an earlier post, here’s a variation of the Fresnel Pixel Bender material. Still obviously inspired by Bartek‘s Unity3D shader, it became a glass material with support for chromatic aberration (what causes the rainbow effect in refracted light). The result could come in handy in some situations, so I thought I’d share and…

BSP/PVS released in Away 3.5.0!

Today, we’re happy to announce the release of Away3D 2.5.0 and 3.5.0. Along with other features and changes, of which you can read more in the official announcement, it contains the new BSP/PVS support! I’ve slaved months on this, so I’m glad it’s finally made public! Keep in mind that we’re always improving it, so…