kutu / nd2d

A Flash Molehill (Stage3D) GPU accelerated 2D game engine

Home Page:http://www.nulldesign.de/category/experiments/nd2d/

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ND2D - A Flash Molehill (Stage3D) GPU accelerated 2D engine.

ND2D is a 2D sprite engine using the new GPU hardware features of flash currently available in a beta build. To run this engine you must download and install the latest flash player:

Flash Player 11 Beta & playerglobal.swc

You have to compile ND2D with the FP11 beta playerglobal.swc to get it to work.

ND2D was built to make an ease use of hardware accelerated 2D content in the Flashplayer. The aim is to keep things simple and reintroduce familiar concepts. ND2D has a displaylist and quite the same methods to modify sprites as you are used to.

If you want to contribute, make bugfixes or extend the engine, feel free to fork it or email me: lars[at]nulldesign.de

Useful links: ND2D API Documentation | Setting up FP11 for IntelliJ

Launch Examples

(Click the image to see some demos. Be patient, no preloader!)

Detailed technical information, Tips, Tricks and deep dives into ND2D

Features:

  • Flash-displaylist-like hierarchy for 2D elements
  • 2D sprites with tinting, blendmodes, pivot points
  • Support for spritesheets and texture atlases
  • Scenes
  • 2D camera
  • SpriteCloud / Batch for massive sprite rendering
  • Powerful particlesystem that runs entirely on the GPU
  • Full mouseevent support for 2D sprites
  • Utils (Color mixing, random number generation, …)
  • Fast bitmap fonts
  • Distortable 2D grid for wave / ripple effects
  • Texturerenderer for post process effects
  • Extendable material system that makes it easy to write own effects and shaders with PixelBender3D or AGAL

Check out the WIKI for more details

Changelog:

2011-10-04

  • Fixed issues: #17, #14
  • Uploaded v0.1.0 SWC

2011-09-26

  • DELETED pb3dlib.swc. Dependency removed. ParticleSystem2DMaterial converted to AGAL
  • NEW: UV offsets are now animateable. See updated example StarFieldTest

2011-09-21

  • NEW: colorTransform property for all display objects. (See new example ColorTransformTest)

2011-09-08

  • Sprite2DCloud pivot points fixed
  • ADDED: Post process demo with TextureRenderer
  • FIXED: Device loss handling for all objects

2011-08-30

  • NEW: Sprite2DBatch - Batches drawCalls, Alternative to Sprite2DCloud, not yet finished

2011-08-29

  • Arguments of Sprite2D / Sprite2DMaterial reduced to one (non typed)
  • Refactored SpriteSheet classes
  • NEW: Cocos2D-TexturePacker compatible TextureAtlas (not pixel precise and fully implemented yet!)
  • Added example for TexturePacker

2011-07-20

  • !!! API CHANGE IN World2D: You have to call start() now to get the engine running, otherwise your screen will be black.
  • Blendmodes have been renamed and fixed for premultiplied alpha bitmaps: NORMAL -> NORMAL_PREMULTIPLIED_ALPHA.

2011-07-14

  • updated engine for new public FP11 beta player. stage3Ds[i].x/y used instead of old rectangle

2011-07-05

  • Fixed runtime cloud child visibility

2011-07-02

  • altered addChild method: existing childs are removed first, before added again

2011-06-22

  • added some ; to satisfy FDT4 ;)

About

A Flash Molehill (Stage3D) GPU accelerated 2D game engine

http://www.nulldesign.de/category/experiments/nd2d/