Posted in News on January 26th, 2009 by sHTiF
Since last post i got a couple of emails and people asking me if and when will be the Agile3D engine public. The answer is simple: “as soon as possible.” As you can know making a 3D engine and it doesn’t really matter in what language is not a simple task, some languages make some of the parts easier, other languages make other parts easier but nevertheless its still a tedious task. Especially if its only the little me that works on it, i did around 95% work on Agile3D so far from scratch reusing very little of our previous Flash9 engine, the other 5% belongs to FiRE and Cifko and i hope this number will grow ;) Anyway it explains the latest delays in updates, but back onto the topic.
Agile3D works as you can see, but the problem is that so far there is a lot of redundant code thats just me trying various optimalizations, also there is NO way to create models runtime, it supports just our own ixf format which was used in all demos so far. Most of the API is transparent, its me debugging stuff again, methods that should be private aren’t, inheritance is a mess…
So what does that mean, it means i need to polish the code, create some usefull methods for creating basic 3D shapes, probably add ASE import, make some tutorials a little documentation here, little documentation there…
It took months of closed development for other Flash 3D engines out there, so please be patient i will do my best and hopefully make a public beta SWC binaries in a month or two. I am not paid to do this, i do it during nights when i am not working, which is rarely since i work even 16 to 20 hours a day sometimes if there is a rush project. So bear with me, i will also try to release the IXF format specification and Maya plugin binaries.
Thanks, and nope i didn’t forget about “Creating scene interactivity Part2″ its on its way this week. ;)