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Flash 3D Cheats Most Wanted (Friends of ED) [Paperback]

Todd Yard , Aral Balkan , James Dean Palmer , Jared Tarbell , Brian Monnone , Anthony Eden , Josh Dura


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Book Description

1 Sep 2003 Friends of ED

Digital 3D is a tricky area—and until the day someone makes 3D TV commercially viable, it's going to remain a tricky area.

What is 3D? Can you genuinely render 3D on a flat screen? Do you have to spend a year's wages to get a dedicated piece of 3D software? Do you have to conjure up a bunch of complex math techniques to make the grade? Is anyone going to answer these interminable questions?

Well, listen: we're not out to work ourselves into the ground here. We want 3D and we want it fast, and we want to use Flash to get it. In a series of clear and concise demonstrations, this book shows you exactly what can be achieved in Web 3D. Some of the most cunning designers around have put their heads together to present these: the most wanted 3D cheats in Flash.

This book will show you that you can:

  • Lie your way into 3D with simple drawing techniques
  • Cheat a 3D interface with cunning use of light and shadow
  • Fool Flash into thinking it can render genuine 3D, and con the Internet into delivering it for us in double-quick time
  • Hoodwink visitors into thinking theyre witnessing focus and depth of field
  • Improve your depth of deception with an innovative slice engine to create convincing 3D objects
  • Trick users into thinking they're moving through a 3D space

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Customer Reviews

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Most Helpful Customer Reviews on Amazon.com (beta)
Amazon.com: 5.0 out of 5 stars  5 reviews
4 of 4 people found the following review helpful
5.0 out of 5 stars Trigonometry background required in some chapters 23 Feb 2005
By Carlo R. Montoya - Published on Amazon.com
Format:Paperback
TOC:

Chapter 1 Introduction to Flash 3D

Chapter 2 Light and Shadow

Chapter 3 Scaling for 3D

Chapter 4 Isometric 3D

Chapter 5 Focus and Depth of Field

Chapter 6 Parallax Scrolling

Chapter 7 Text Effects in 3D Space

Chapter 8 Drawing API and Math for 3D

Chapter 9 3D Slice Engine

Chapter 10 Departure Lounge: Moving beyond Flash 3D

Chapters 1, 2, 3, 4, 6 and 10 don't require a trigonometry

background. One of Chapter 6 topics uses XML though.

The best chapters for me were 1, 2, 3, 4 and 6.

I gave the book 5 stars because it has something for everyone.

Some people use Flash to create digital art while others use it

for practical purposes. This book delivers to both people.

Unfortunately, I belong to the latter kind and some of the topics

aren't for me.

I also think that some chapters are impractical unless you're

really a math geek. For example, I think Chapter 8 - Drawing

API and Math for 3D -- is unnecessary because you can import

Swift 3D files.

Some of the authors also show you Actionscript without really

explaining what it does (I think they assume you do know trig).

I work for a software engineering firm (not as an engineer

though) but I do know that it's bad practice to embed magic

numbers -- literals that don't have apparent meaning -- in

any code. It's better to put them in constants.

One of the authors (the Chapter 4 author I think) said to get

a good book on trigo. I don't think I will because there are

plenty of free trigo tutorials on the web. I agree though that

to get the most out of Flash and this book, learning trigo is a

must.
1 of 1 people found the following review helpful
5.0 out of 5 stars A work of art! Opens all new possibilities to script builders 12 Sep 2005
By Just Me - Published on Amazon.com
Format:Paperback
This is the best book I have read in years! If you know the basics of ActionScript and you know sine and cosine, this book opens up whole dimensions of possibilities for both games and business applications of Flash.

It is clearly written and reads more smoothly than most programming books. While it does assume a basic literacy with ActionScript, it does not leave you flailing with complex 3D concepts. You may have to pull out your definitions of sine and cosine, but beyond that, it is pretty light lifting.

The genious of the book is that it violates commmon assumptions, and this results in simple, elegant techniques that are also powerful for a wide range of problems. The common assumption is that Flash doesn't do 3D. Don't believe it anymore. If you are willing to use some basic limitations to your application (such as keeping your polygon count down), you can have some smoothly flowing, useful 3D applications with relatively little effort. And unless I'm mistaken, those applications will run equally well on a browser running on a Mac, Windows or Linux.

The solutions are simple and eclectic. The authors have created a variety of 3D engines - each optimized for a given purpose. The engines are simple enough that (in theory) you can take the source and enhance it to your needs. Each technique is backed up by source code that you can download from the publisher's web site. But don't shortchange yourself with only the sample code - the explanations in the text are worth the cost of the paper book.

Here are my favorite techniques:

* ch 8 (P 195) - Drawing API and Math for 3D - here they explain and provide a working polygon 3D engine. The demos work smoothly (at least 20-30 frames per second) on my cheap Dell laptop. The demos include a oragami bird and a rocket ship with at least 10-20 polgons each. It doesn't support bitmapped textures, but it does offer fill color and shading support.

* ch 9 - 3D Slice Engine - this is the more clever, powerful and non-obvious technique of the book. Check out "dad.swf" in the binary samples from the web site to get an idea of the power of this approach - the author has made a 3D talking head of his father from a photograph! The idea here is that if you can view your 3D world as a topographical map, then you can model it with a set of parallel planes, where each plane represents a certain cut through the entire 3D model. This approach, though not immediately intuitive, is extremely powerful in Flash because it plays on the strenghths of Flash. Each plane is represented by two "movieclip" objects, with one embedded in the other. The first one handles scaling, and the second handles rotation, within the scaled clip. The hidden surface problem is finessed because the planes are parallel - so you only reverse the rendering order once every 180 degrees of change in viewer angle. This enables you to handle full bitmap detail of your scenes, and the result is pretty dazzling! The basic rendering engine requires only about 50 lines of ActionScript!

* Ch 6 - Parallax Scrolling - This name is misleading - it really goes beyond a scrolling 2D game model. In the Wyvern's Claw" example, it explores the idea of building a 3D world like a movie set - with a set of strategically placed flat surfaces (like the fronts of buildings in the studio sets). Each surface is a movieclip, and your script manages the proper scaling and shading as the viewer moves through. The demo then shows an animated walk-through of a small town rendering in such a way. This seems very cool for a potential game.

I'm already using the Chapter 9 slice engine for a work-related project - multidimensional data browsing. So for me, the book was not only stimulating to read but valuable!
6 of 9 people found the following review helpful
5.0 out of 5 stars Good golly 2 Dec 2003
By Nettlewine - Published on Amazon.com
Format:Paperback
This has to be about the best book I have ever seen. The 3D cheats in it are amazing -- and you surely wouldn't know you were cheating. There are some incredibly insightful techniques, and some more staple things if you're not quite steady on your feet yet.

I think I am, but this book showed me how much more there was to know!

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