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Adobe Flash 11 Stage3D (Molehill) Game Programming Beginner's Guide [Paperback]

Christer Kaitila
4.7 out of 5 stars  See all reviews (3 customer reviews)
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Book Description

25 Nov 2011
Adobe’s Stage3D (Molehill) is a set of 3D APIs that has brought 3D to the Flash platform. Being a completely new technology, there were almost no resources to get you acquainted with this revolutionary platform, until now.

This book will show you how to make your very own next-gen 3D games in Flash. If you have ever dreamed of writing your own console-style 3d game in Flash, get ready to be blown away by the hardware accelerated power of Stage3D. This book will lead you step-by-step through the process of programming a 3D game in Actionscript 3 using this exciting new technology. Filled with examples, pictures and source code, this is a practical and fun-to-read guide that will benefit both 3D programming beginners and expert game developers alike.

Starting with simple tasks like setting up Flash to render a simple 3d shape, each chapter presents a deeper and more complete videogame as an example project. Right from a simple tech demo, your game will grow to become a finished product - your very own playable 3d game filled with animation, special effects, sounds, and tons of action. The goal of this book is to teach you how to program a complete game in Molehill that has a beginning, middle, and game over.

As you progress further into your epic quest, you will learn all sorts of useful tricks such as ways to create eye-catching special effects using textures, special blend modes for transparent particle systems, fantastic vertex and fragment programs that are used to craft beautiful shaders and much more. You will learn how to upload the geometry of your 3D models to video RAM for ultra-fast rendering. You will dive into the magical art of AGAL shader programming. You will learn optimization tricks to achieve blazingly fast frame rate even at full screen resolutions. With each chapter, you will “level up” your game programming skills, earning the title of Molehill Master – you will be able to honestly call yourself a 3D game programmer.

This book is written for beginners by a veteran game developer. It will become your trusty companion filled with the knowledge you need to make your very own 3D games in Flash.


Product details

  • Paperback: 388 pages
  • Publisher: PACKT PUBLISHING (25 Nov 2011)
  • Language: English
  • ISBN-10: 1849691681
  • ISBN-13: 978-1849691680
  • Product Dimensions: 19.1 x 2.1 x 23.5 cm
  • Average Customer Review: 4.7 out of 5 stars  See all reviews (3 customer reviews)
  • Amazon Bestsellers Rank: 237,675 in Books (See Top 100 in Books)

Product Description

About the Author

Christer Kaitila


The author of this book, Christer Kaitila, B.Sc. is a veteran video game developer with 17 years of professional experience. A hardcore gamer, dad, dungeon master, artist and musician, he never takes himself too seriously and loves what he does for a living: making games!


A child of the arcade scene, he programmed his first videogame in the eighties, long before the internet or hard drives existed. The first programming language he ever learned was 6809 assembly language, followed by BASIC, Turbo Pascal, VB, C++, Lingo, PHP, Javascript, and finally Actionscript. He grew up as an elite BBS sysop in the MS-DOS era and was an active member of the demoscene in his teens. He put himself through university by providing freelance software programming services for clients. Since then, he has been an active member of the indie game development community and is known by his fellow indies as Breakdance McFunkypants.


Christer frequently joins game jams to keep his skills on the cutting edge of technology, is always happy to help people out with their projects by providing enthusiastic encouragement and plays an active part helping to find bugs in Adobe products that have not yet been made public. Over the years, he has programmed puzzle games, multiplayer RPGs, action titles, shooters, racing games, chat-rooms, persistent online worlds, browser games, and many business applications for clients ranging from 3d displays for industrial devices to simulations made for engineers.


He is the curator of a popular news website called videogamecoder.com which syndicates news from hundreds of other game developer blogs. He would love to hear from you on twitter (twitter.com/McFunkypants) or google+ (gplus.to/gamedev) and is always happy to connect with his fellow game developers. His client work portfolio is available at orangeview.net and his personal game development blog is mcfunkypants.com where you can read more about the indie game community and his recent projects.


He lives in Victoria, Canada with his beloved wife and the cutest baby son you've ever seen.


Inside This Book (Learn More)
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Front Cover | Copyright | Table of Contents | Excerpt | Index | Back Cover
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Most Helpful Customer Reviews
5.0 out of 5 stars Highly Recommended 19 Feb 2012
By JP332
Format:Paperback
In my opinion, this guide can be hugely beneficial for any beginner/intermediate user working with Flash. Although I would have previously classed myself as intermediate, as a student who has self-taught myself all I needed to know; this book has unveiled so many gaps in my knowledge, opened up many new possibilities, filled many blanks and given me the confidence to work to what I now know to be a professional standard.

It's clear that the author has vast creative and technical knowledge which is personal, yet unbiased to any particular brand(s). The book contains extensive and professional knowledge which is written in a very relaxed and understandable language. This helps make the complex project appear achievable and far less intimidating! It is also structured with an intelligent and progressive layout enabling me to follow guidelines for all areas of Game Programming at my own pace.
Although for some it may appear too unnecessarily in-depth, with this structured-layout readers can easily skip topics they're already familiar with. Although for me, it's given me an opportunity to revisit/confirm my understandings for topics I am already familiar with and actually more thoroughly understand the concepts from a professional view-point.

Overall I am incredibly impressed with this guide. It really does prepare beginners for working to industry standards.

- Jimmy Punt
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4.0 out of 5 stars good reason to learn an assembly language 30 Dec 2011
Format:Paperback
Game programming is doing quite well in the current global economy and some of you may well be tempted to do so under Adobe's Flash. The latest Flash 11 offers 3D APIs that are quite extensive. So much so that Kaitila wrote this book to aid you. It should be a straightforward read if you have done any sort of game or graphics programming before.

Prominent in the discussion is how to use AGAL - Adobe Graphics Assembly Language. Adobe has taken a hard look at how to improve its graphics performance. Nowadays in most programming books, it is rare to code in any assembly language. The only compelling reason is simply to get closer to the silicon and speed up computations. Agal code runs on the GPU of the game machine, not on the CPU. Performance is better.

Agal is where I suspect many readers will be encountering their first assembly language. OpenGL and other graphics languages or packages simply hide these lower level details.

One consequence is that unlike other graphics books that talk about shaders, this book eschews the term. It points out that a shader or most shaders are actually 2 programs - a vertex shader and a fragment shader. Did you know that? Other texts rarely make the distinction, because they operate at a higher level that only sees the 2 as a monolithic entity.

This book can qualitatively broaden your programming experience. The Agal opcodes like mov [move], add, sub, mul and div have their equivalents in most other assemblers, like the Motorola or Intel chipsets. The book has an appendix with a full list of opcodes. As a Java or C or C# [etc] programmer, just once in your career you should learn an assembler and code in it. The book and its context lets you appreciate at a lower level what it means to truly optimise. It can take some of the mystery out of the black box of a compiler and the executables it spits out. Since the opcodes can usually be taken to map 1-1 to machine language operations, you are sitting just one level above the hardware.

Maybe you will discover that you like this type of programming and can get good at it. Aside from the gaming applications, if you find this out about yourself, it opens up career opportunities that most programmers don't have. Assembly programming is more specialised than Java or Web programming. You can see this by looking at how few assembly books are in the computer section of a bookstore. The jobs are fewer, in part because the barriers to entry are higher. Often, such jobs are thus higher paying and more secure.
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5.0 out of 5 stars Well Paced and Unintimidating 20 Dec 2011
Format:Paperback
This is an outstanding book. The long awaited first proper text for Stage3D, whilst aimed at beginners, this books pace and readability makes it a great introduction for developers at any level looking to get into this great new technology. Christer has clearly put a lot of thought into how to present the information in context, without loosing the main focus.

This book will get you up and running with a clear understanding of Stage3D in the first few chapters, and in the remaining chapters will take you through some very clear and simple techniques and methods to handle such things as optimisation and particle simulations as well as removing what some people might consider 'the mystery' of AGAL.

I very much hope to see a follow up to this book written in the same approachable style.
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